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64/128 VIEW
The lone programmer of
the northern plains keeps cranking
out 64 software.
Tom Netsel
eaders who type in
Gazette programs will
undoubtedly recognize
Daniel C. Lightner’s
name. He lives in Sidney,
Montana, a town of about
5500 people in the eastern
part of the state near the
North Dakota border. Sid-
ney may not be a hotbed of
Commodore activity, but it
doesn't dampen Lightner's
enthusiasm for the 64. Here
are portions of a letter he
sent me that demonstrate
the spirit and dedication he
shares with many 64 users.
“| have a program that |
sent to Accolade in March
of 1991. They sent it to a de-
veloper in New York who
ept it for more than a year.
Accolade finally wrote me
saying that they had decid-
ed to no longer support 64
software. So after much
hought, my spouse and |
have decided to take a stab
at marketing it ourselves.
“We have tried to tabu-
ate the cost requirements
and equipment that would
be involved, where to buy
supplies, and things like
hat. We have been confer-
ring with small business rep-
resentatives and have recent-
y established a base from
which to operate. It’s called
MicroStorm Software.
“At present, we have one
product. The program is
called Risers and Sliders.
I've had several friends and
family members learn to
play it, and they all seem to
enjoy it. It's an addicting
game, and | believe people
will get many hours of enjoy-
ment from it. | realize it isn’t
Super Mario Brothers, but |
believe it has a place along-
side programs such as Boul-
der Dash and Qbert.
“After reading your editori-
al (requesting new soft-
ware), I've decided to send
the program to you for re-
view. That will help us de-
cide on a course of action.
We have every intention of
expanding, especially in the
64 area.”
People who are active in
user groups benefit from
sharing ideas with other 64
owners. Lightner, however,
doesn't have that luxury.
“There were only three oth-
er people in this area that |
knew who owned 64s. Two
of them have gone to the
PC and no longer turn on
the fun one. The other was
my computer pal, and he
moved to Washington three
years ago. | feel like the
Lone Ranger. | was on Q-
Link, but there weren't any lo-
cal access numbers within
250 miles. | had to call Bis-
mark, North Dakota, to ac-
cess it. That cost me about
$20 every time | called.
“I've been trying to come
up with some programs that
you might want to publish,
but this Micro nightmare has
been pigging most of my
time. When | do, I'll send
them in. Winter is the best
time for programming. The
children are in school, and
it's too cold to be out of
doors. It gets down to 30 be-
low O around here, averag-
ing about 10 below at night.
| can't think of anything
more rewarding than being
published in Gazette.”
Thanks for sharing your
programs with our readers.
We'll be looking forward to
seeing more type-ins as you
and Montana start to thaw.
Risers and Sliders arrived
and is out for review. | hope
you and other 64 enthusi-
asts will keep us informed of
your activities. a
GAZETTE
64/128 VIEW G-1
Some Gazette contributors keep cranking out
programs.
By Tom Netsel.
BEYOND STATE OF THE ART G-2
The newest computer isn’t always the best one when
it comes to exercising the brain.
By Don Radler.
REVIEWS G-8
Western Heritage and Draw-Print in Color.
FEEDBACK G-12
Questions, answers, and comments.
BEGINNER BASIC G-16
Examine the STEP parameter in FOR-NEXT loops.
By Larry Cotton.
MACHINE LANGUAGE
Encrypt messages with your 64.
By Jim Buiterfield.
PROGRAMMER’S PAGE
Unformat a disk and other tips from readers.
By Randy Thompson.
GEOS
Hot GEOS programs on QuantumLink.
By Steve Vander Ark.
D‘IVERSIONS G-24
Teachers turn raw ingredients into multimedia stew.
By Fred D'Ignazio.
G-18
G-20
G-22
PROGRAMS
Drop-Down Macros (64) G-25
Baffles (64) G-28
Large Number Calculator (64) G-31
File Index 128 G-33
Memory Flexer (64) G-34
IRA Minimum Distribution (64) G-35
Snakey (64) G-37
The Automatic Proofreader (64/128) G-40
APRIL 1993 COMPUTE G-1
MACHINES CONTINUE
STATE OF
TO HOLD OUT PROMISE
THE ART
A recent peek into the world of the manufacturers’ point of view,
PCs made me give new thought they simply have to be elt
to what our Commodores really chased.
do for us, | was called upon by Mimicking the way cars. are
a couple of friends and relatives sold, PC manufacturers s
_ to help them with their new . their machines’ spee
| wasn't much help 3 power. Then they throw in an
know any computer like | do r my “automatic transmission” to
64, but | try. make them easy to drive—the —
As | was trying, | noticed user-friendly interface. In the
something striking. Since most words of one computer industry —
_ computer users point and click analyst reacting to the
to make their machines do home PC offerings, “Custo
things, they don't c rn are paying for the no-
what's behind that user-frien _ nature of the machine
graphical interface :
‘becomes just like ¢ a eee
washing machine. It's just an-_ their brains. A GUI nee
other home appliance. command line interface h
For manufacturers which Commodore users give
‘home computers by the millions, their machines instructions in
‘that’s exactly what they have to
be: tools that are easy to use.
They don't have to be under- understand. (It's not a big leap
stood, they don't have to be from the simple disk-operating
used at anywhere near their commands of the command line
potential, and they ertainly interface to actual prog! mming,
don't have to enhan which is computing
_ owners’ intellectual gr From demanding—and most Fé ward- =
“ILLUSTRATION BY RENE ‘MILOT =
ing—activity. That's why a large per-
centage of Commodore users pro-
gram more than PC owners do.)
The Macintosh, whose look and
feel launched GuUls in the first place,
was described by Joel Shurkin in
Engines of the Mind as “a machine
that requires almost no knowledge of
computers. ... The user does not
have to learn operating system com-
mands. All that is required is moving
the mouse to the right picture and
clicking a button, and the machine
does the rest.”
In December 1990, Robert Bixby,
writing in the PC section of COM-
PUTE, said this about GUls:"Users like
graphical interfaces, find them easy to
work with, and can even develop an
affection for them—three statements
that could never be made about the
command line interface.”
Then, in the July 1992 issue,
William Harrel described many PC
owners’ feelings about program-
ming:“The word programming brings
to mind never-ending lines of confus-
ing and unforgiving computer code
complete with bugs and a lot of trial
and error. Who needs it? Let the pro-
grammers program. Just give me soft-
ware that does what it's supposed to.”
Those quotes pretty well cover the
attitude of most non-Commodore
computer users I've talked with. It's an
attitude considerably different from
that of the loving owners and fans of
the Commodore 64 and 128. The dif-
ference was presaged way back in
January 1986 when Fred D'Ignazio
wrote a column in COMPUTE!’s
Gazette about software then on the
drawing boards known as “smart
power tools." Fred wrote: “In less than
five years, computer tools’ power,
complexity, and richness will be com-
pletely masked from the user. The
tools will edit our prose, reshape our
ideas, organize our information, and
manipulate our numbers, all with
almost no supervision by us.
Microcomputer companies will have
satisfied their critics at last.”
We may be satisfied, but as
D'Ignazio points out,"we will have sac-
rificed something even greater—con-
trol. To be so easy to use, smart pow-
er tools will have to take control over
the problems we want solved. The
human's job will be reduced to push-
ing buttons.”
D'lgnazio warned that computers
“as easy to use as a TV” could
become a threat to our thinking skills.
Most people would simply accept the
machines’ answers, never wondering
if the answers were right or wrong and
never caring how they were derived.
G-4 COMPUTE APRIL 1993
When that article appeared, it read
like science fiction. Today, as we all
know, it's the state of the art.
A Mindless Approach
This mindless approach is fostered by
many schools once they install
computers. Look into what they call
computer literacy, and you'll see that
they're simply teaching how to use the
computer as an appliance. Typically,
most schools have kids load user-
friendly programs and then instruct
them to follow the prompts, pointing
and clicking away. Does this help kids
learn anything beyond just pushing
another button?
You would assume that any kind of
computer literacy is better than none at
all. But the way computers are used in
most schools won't attract the best and
brightest into computer science. And it
won't help America compete with other
nations in the Information Age.
If you think this isn't already a seri-
ous problem, look at the cover story in
the September 28, 1992, issue of
Business Week about how Japan's
Hitachi is threatening to become the
world’s premier technology company.
In that article the author said that
Hitachi holds the largest portfolio of
Japanese patents and has topped
America's list of patent earners for
most of the last decade.
It seems to me that 64/128 users
have been blessed with some special
protection against the trend toward
computer unwittingness that stems
from PC owners’ love affair with user-
friendly design.
Walk into a store like Babbage’s
and look at the shelf space allotted to
software for the 64 and 128. It's way
down from your last visit, isn't it? Read
the ads for new software and see how
few titles are issued for the 64 or 128
in comparison to Amiga, Mac, and
IBM. Pretty sad, as many letter writers
have noted.
Or is it?
A Little Help
Obviously, the big boys are support-
ing the Commodore market less and
less. But the little guys who started it
all in the first place, the hackers and
inventors who really wanted to know
what made their machines tick—those
guys are still there. They develop
hardware like CMD’s RAMDrive and
software like Ron Hackley’s Fun
Graphics Machine. They find new
things for old machines to do, many of
them things that are done no better by
the whiz-bang state-of-the-art plat-
forms. And they share their knowl-
edge, expertise, and products with
the Commodore community.
In the Amiga, Mac, and PC
worlds—the hotbeds of today’s com-
puter development—state-of-the-art
means more power, more speed, and
more storage capacity. But above all,
it means more ease of use. That's
where the action is. And that's where
the 64/128 user is being left out.
Is that bad? Maybe not.
Most home PCs are used the way
most Commodores are used: for word
processing, recordkeeping, home fi-
nances, and for playing games. For
these purposes, the bigger PCs sim-
ply don't need all the speed and
power they have.
An Educational Process
Meanwhile, our 8-bit Commodores,
with much less speed and power,
successfully handle all of these activi-
ties and much more. Because we
have to think about them and figure
how to get the most from them, we
tend to learn from them. The process
of using our machines remains an
educational process. This is true, at
least in part, because we use words
and numbers to communicate with our
computers and don't just mindlessly
point and click.
Cultures that have not yet learned to
read and write interact without symbol-
ic words and numbers. By relying on
verbal forms of communication, people
in these cultures handle abstract ideas
poorly. Their language skills remain
stunted; as a result, their social pro-
gress is retarded. It's arguable that
pointing and clicking in place of com-
municating with words and numbers is,
indeed, a regressive move toward
such a preliterate culture.
A New Dark Age
In the Information Age, the GUI may
well be the harbinger of both comput-
er and general illiteracy. The mouse
might turn out to be a mole, the leader
of a lemminglike rush into a faster and
more powerful Dark Age. Once again,
we might find ourselves the victims of
thoughtless application of the technol-
ogy we invent in an attempt to make
our lives better. In his Briefer
Psychology, way back in 1890,
William James wrote that “the more
other facts a fact is associated with in
the mind, the better possession of it
our memory retains.”
In contrast, simply pointing and
clicking at some icon leaves the facts
and the relationships between them
hidden within the machine, giving little
exercise to the human brain.
Alan C. Kay was the original
designer of the Macintosh GUI. In a
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Fast Order Processing.
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Worldwide Distributor Of Major Products.
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Purchase From Us With Confidence.
We were very pleased when the
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Extensive Catalog.
Our contacts at other mail ordei
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ducing a catalog such as ours is tos
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Simply call or write for your fre
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special issue of Scientific American on
“Communications, Computers and
Networks” (September 1991), he
expressed some thoughts and con-
cerns about ideas versus the repre-
sentation of those ideas.
“In the near future, all the represen-
tations that human beings have
invented will be instantly accessible
anywhere in the world on intimate,
notebook-size computers. But will we
be able to get from the menu to the
food? Or will we no longer understand
the difference between the two?
Worse, will we lose even the ability to
read the menu and be satisfied just to
recognize that it is one?"
Thanks to the early Commodore
years without GUIs and other user-
friendly software and thanks even
more to computer magazine writers
and editors, | pretty much know what
goes on inside my machine. Name a
memory address, and | probably
know what function it controls and
what values | can poke in to get the
result I'm looking for. Judging from
their letters in "Feedback" and by the
fact that most of them have had their
machines for nearly five years, so do
many other Commodore users. (| don't
exclude GEOS users. Most of them
became familiar with their machines
before GEOS came along.)
Now that the big boys have turned
away from the Commodore and are
devoting their time to making no-think
software for the state-of-the-art plat-
forms, I'm convinced that most 64 and
128 owners will continue out of neces-
sity to learn more about their
machines.
Get to Work
If you're an active 64 or 128 user, you
may be doing many or all of the things
in the following list. For those readers
who aren't, however, here are some
intriguing activities to pursue with a
Commodore.
@ Transfer your personal records
to disk using SpeedFile from Gazette,
or build a file of magazine articles of
interest to you using a modified ver-
sion of the swift and powerful Gazette
Index.
@ Try word processing with
SpeedScript. Use one or more of Ga-
zette’s many accessory programs to
modify SpeedScript to your needs.
@ Take a crack at desktop publish-
ing with a program like Newsroom
from Springboard, or try sketching or
cartooning with Blazing Paddles from
Baudville or with Doodle from Crystal
Rose. The Fun Graphics Machine from
the FGM Connection is another good
choice. For an even easier bit of artis-
G-6 COMPUTE APRIL 1993
tic expression, see what you can do
with the graphics characters right on
your keyboard along the lines de-
scribed in an article that | wrote in Ga-
zette (June 1991).
@ Get into music with Basically
Music from Gazette, the simplest way
I've ever seen to control all three voic-
es of the powerful SID chip.
@ Try some programming in
BASIC, which is as easy a language
as there is. Programming will hone
your logic and planning skills like
nothing else. If something you write in
BASIC runs too slowly for you, get
hold of a compiler like Blitz! from
Skyles Electric Works or BASIC 64
from Abacus.
@ Teach yourself another comput-
er language such as Logo, C, or
Forth, or even try machine language.
Gazette provides plenty of help for the
latter in every column that Jim
Butterfield writes.
@ Type in a RAM disk program
from the several that have been fea-
tured in Gazette through the years.
This software enhancement acts like a
superfast disk drive, calling up pro-
grams as quickly as you can enter the
command.
@ lf you don't yet have one, get a
WHAT ARE
YOu DOING
HERE ON
SATURDAY f,
cartridge that speeds up loading pro-
grams, such as the Epyx FastLoad
that | use. Most of these cartridges
include several utilities, such as disk
and file copiers. They start at quite
reasonable prices.
@ Buy a modem and start to
telecommunicate with other
Commodore users. You can do this
one-on-one over a local telephone
line, through a bulletin board service
(BBS), or on a large online network
such as QuantumLink.
@ Join a Commodore user group
and meet with others who share your
interest in computers.
However forsaken your Com-
modore computer may be by its man-
ufacturer and now by most of the big
software producers, there's still plenty
of life in the 8-bit world, You can see
proof of that every month in COM-
PUTE's Gazette and at user group
meetings all over the world. Continue
to approach the Commodore as
something you enjoy because you
think about it, not because you can
use it without thinking at all.
Feel bad because the state of the
computing art is passing you by? You
really shouldn't. In fact, maybe you
should feel thankful. a
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Games & Closeouts
Arachnophobia $22.00
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Bridge 5.0 22.00
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Donald's Alphabet Chase 13.00
Duck Tales 22.00
Elvira, Mistress of the Dark 34.00
Gateway to the Savage Frontier 14.00
Gettysburg, The Turning Point 42.00 =
So ee a We offer these drives ata
Mickey's Runaway Zoo 13.00 Brand New SUPER NEW Low Price of
Microleague Baseball 2 28,00 3.5" 1581 Floppy Drive u
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teal ial 180) ComputeiDukDive cabe-st. —t288« | These AEFUAB/SHED
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eg Let 44.00 Wz Prater Interface 130) | individually tested & Warranted
i j lconTroll 15.95 Commodore for 90 days.
cra se eee, [Ng 139.00
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1541-2 DRIVE $279.95 Except as noted, all are NEW
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individually tested by CBM on our complete line of 28D Int. P. Supply - £38.
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1581 ToolKit 22.00
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Big Blue Reader 4 35.00
CAD 3D 29.00
Data Manager 2 (64) 16,00
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GEOS 128 V2 45,00
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dr. High Grade Builder 22,00
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REVIEWS
WESTERN
HERITAGE
You don't have to be a city
slicker like Billy Crystal to en-
joy a taste of the Old West.
Now, you can experience it
in the comfort of your own
home with a new graphics |i-
brary from Horse Feathers
Graphics. Called Western
Heritage, this software is a
creative collection of 90
graphics, 42 borders, and
11. fonts (including one
that's a secret code of Indi-
an symbols). This program
is perfect for horse lovers
everywhere, but there's
more to Western Heritage
than its name implies.
First of all, the name is mis-
leading. Granted, the major-
ity of borders and graphics
in this library are Wild West
related—cowboys-and-Indi-
ans stuff—but it also con-
tains borders and graphics
for a variety of equestrian ac-
tivities. Such items as Eng-
lish saddles, miniature stee-
plechasers, boots, hunt
caps, and riding crops
make up seven of the bor-
ders. The artwork includes
graphics for polo, horse rac-
ing, jumping, and veterinary
medicine, as well as a blue-
ribbon graphic for certifi-
cates and awards. So if
you're planning a barbecue,
a hayride, a horse show, or
even a polo match, you'll be
able to find the perfect graph-
ics for your posters, invita-
tions, and decorations in
Western Heritage.
Kids will especially enjoy
using the Indian Symbol
font. This unusual font con-
verts the standard keyboard
characters into 57 authentic
Indian symbols. A handy ref-
erence card lists the Indian
meaning of each symbol as
well as the keyboard letter
or number that creates it. Us-
ing the card, kids can cre-
G-8 COMPUTE APRIL 1993
ate secret messages by ei-
ther replacing letters with
symbols or, for a more au-
thentic exercise, using the In-
dian translations of the sym-
bols to create messages.
Press the T key, for exam-
ple, to print a thunderbird.
This can be used with the
symbols from other letters to
form a word. However, in In-
dian picture writing, the thun-
derbird means happy. So
kids could use the thunder-
bird in a message to wish a
friend a happy birthday. As
a mother who has raised
three children, | know the In-
dian Symbol font has a lot of
potential as a rainy day ac-
tivity for young children.
According to the manufac-
turer, Western Heritage re-
quires The Print Shop 2.0 or
1.0 with The Print Shop Com-
panion or The Graphics Li-
brary Holiday Edition. | exper-
imented using just version
1.0 of The Print Shop and
found that you can still incor-
porate graphics from the
Western Heritage disk into
cards, posters, and so on. If
you want to use the Western
Heritage borders and fonts,
however, you have to use
The Print Shop Companion.
You'll also need the Compan-
ion package if you want to
modify any of the borders
and fonts. Western Heritage
works with both sides of The
Print Shop disks, with 7- and
9-pin printers.
GEOS users who don't
have The Print Shop can ex-
periment with simple conver-
sion programs and change
the graphics into ones that
are usable with geoPaint.
This will allow you to use the
graphics with GEOS without
using The Print Shop at all.
The Western Heritage col-
lection is well worth check-
ing into because it isn’t the
sketchy outline graphics
that you sometimes see in
clip art kits. These are
unique and detailed de-
signs. The set includes por-
traits of several notorious out-
laws (Jesse James, Butch
Cassidy, William Bonney) as
well as good guys like
Daniel Boone. The portraits
look like they were adapted
from woodcuts of the 1800s.
In addition to portraits,
there are generic drawings
of cowboys, wranglers, min-
ers, square dancers, and In-
dians. Several whimsical car-
toons complete the portrait
group, making this a very
versatile graphics program.
Then there are typical
Western graphics: wagon
wheels, brands, rope, cattle,
and six different types of car-
tiages and wagons. But
what good is a wagon with-
out a horse? The program of-
fers a choice of 24 different
varieties, including such fa-
vorites as Appaloosa, Mor-
gan, Arabian, show horse,
race horse, Clydesdale, and
wild bronco. There’s even a
picture of Santa's sleigh be-
ing pulled by a pony.
Some of the graphics are
wonderfully detailed. My fa-
vorites are the Indian chief,
rain dancer, bull rider, and
pony heart. This last one is
an intricate combination of a
heart and a pony’s head.
These designs aren't just re-
hashes of other graphics;
they're all original art creat-
ed by Donna C. Mason.
The Western Heritage
fonts remind me of Wild
West wanted posters and
old saloon signs. You can al-
most hear spurs jingling
when you look at them. The
kit also has fonts called
sticks, twine, and rope that
look like letters created
from those materials. An un-
usual part of the kit is a rath-
er ornate font called Very
English. At first, its curlicues
and curves seemed out of
place in this Western pack-
age. Later, | wondered if the
designers weren't poking
subtle fun at the greenhorns
and dandies on their Eng-
lish saddles who were also
a part of the Old West.
Western Heritage is pack-
aged in a handsome, shrink-
wrapped three-ring note-
book, with the disk safely
tucked into an inside pock-
et. The reference manual is
filled with tips and sugges-
tions. To get you started,
Horse Feathers has includ-
ed several ideas for posters,
letterheads, and cards.
Your imagination will sug-
gest hundreds of others.
With these graphics, it'll be
easy to design your own
unique invitations for that
Western party | mentioned
earlier. You can make deco-
rations and posters for the
event, too. Print time varies,
depending on the printer
you own, but it took me ap-
proximately an hour to de-
sign and print a dozen invi-
tations. If you decide on a
border, graphics, and font
ahead of time, you can do it
even faster.
You can also make repli-
cas of Old West wanted post-
ers. There are step-by-step
directions for this in the ref-
erence manual. More ad-
vanced users can use geo-
Paint or scanner programs
to incorporate pictures of
their friends into posters of
wanted desperadoes.
All in all, | think you'll find
Western Heritage offers
great graphics and is easy
enough for most kids to use.
It makes a great addition to
your graphics library.
MARTI PAULIN
Commodore 64 or 128, The Print
Shop 1.0 or 2.0, The Print Shop Com-
panion or The Graphics Library Holi-
day Edition—$24.95
HORSE FEATHERS GRAPHICS
N. 27310 Short Rd.
Deer Park, WA 99006-9712
(509) 276-6928
Circle Reader Service Number 414
Roques
Print Shop
Prine Shop V1
143 Western
Designs for
Print Shop,
FGM, and
Compatible
Programs
for the
64/128
Commodore
Computers
WESTERN
HERITAGE
WESTERN HERITAGE
& Companion
Graphics, Borders, and Fonts for the Print Shop . rey Sep via
Holdtay Eaton
eee
NOW uses
the same
printer as
your
Print Shop
Side A or
Side B
ad
Priet Shop,
SS ni,
We take: Visa or | GRAPHICS
Master Card
509-276-6928
Version for the Commodore 64 Inchider 9 Pin and 7 Pin Printers
Create a Total Western Environment with 143 designs
90 Graphics, 42 Borders and 11 Fonts for the Print Shop.
+ All New Western Designs by Professional Artists.
+ Instructions to make 10 Gunfighters of the Old West, Wanted Posters.
» Authentic Indian Symbols Font, designed for secret messages
+Matching Fonts, Borders, and Graphics, for a Professional look.
«Comes in a Beautiful Collectors Notebook, to Organize your Creations.
+ Old Ranch Brands, Wagons, Horse Shoes, Cattle, English Riders,
Gunfighters, Indians, Cowboys, Ropes, Hats, Boots, Saddles, and more.
Ss
fhe 7 R
hails GRAPHICS :
Horse Feathers Graphics, N. 27310 Short Road, Deer Park, WA. 99006-9712
Circle Reader Service Number 234
Yes, save time and money! Subscribe to the Gazette
Disk and get all the exciting, fun-filled Gazette pro-
grams for your Commodore 64 or 128—already on
disk!
Subscribe today, and month after month you'll
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COMPUTE.
New on the Gazette Disk! In addition to the
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which are often too large to offer as type-ins, are
available only on disk—they appear nowhere else.
As another Gazette Disk extra, check out
Bible Search 3.2
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(64/128 and IBM PC compatible 360K 5.25" and 720K 3.5" disks.
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very best in original 64 and 128 artwork.
So don’t waste another moment. Subscribe to-
day to COMPUTE’s Gazette Disk and get 12 issues
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STARSHIP Command a Starship from 22 classes in 5 Empires.
BATTLES Colorful Hi-Res Graphics. Dynamic sound effects.
Cloaking Devices plus many game customizing
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The classic best-selling
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Commodore 64 reference
guide. Mapping the Com-
modore 64 and 64C is a
comprehensive memory
guide for beginning and advanced programmers.
MAPPING
THE
Commodore
64 &64C
To order your copy send $18.95 plus $2.50 for shipping and handling
(U.S., $4 to Canada and $6 other) to COMPUTE Books, c/o CCC, 2500
McClellan Ave. Pennsauken, NJ 08109. (Residents of NC, NJ, and NY
please add appropriate tax; Canadian orders add 7% Goods and Servic-
es Tax.) All orders must be paid in U.S. funds drawn on a U.S. bank.
Orders will be shipped via UPS Ground Service. Offer good while
supplies last.
G-10
COMPUTE APRIL 1993
REVIEWS
DRAW-PRINT IN COLOR
As a new owner of a Star Micronics NX-
1000C Rainbow printer, | soon discov-
ered that there wasn’t a whole lot of soft-
ware that supported its color printing
capabilities. As a matter of fact, there
wasn't any except geoPaint. So when
| discovered a program that would al-
low me to create and print color graph-
ics with my printer, that piece of soft-
ware was a blessing. That program is
G. P. Software’s Draw-Print in Color
paint program for the NX-1000C and a
64 or 128.
This program comes with a very com-
prehensive manual and two function
key overlays: one for the 64 and the oth-
er for the 128. A two-step loading proc-
ess is required to boot this program,
which is not copy-protected. From
there, you're prompted to select either
text mode or bitmap mode, both of
which are available.
With Draw-Print in Color, you draw
and color your own graphics on a 320
x 200 bitmapped screen. The drawing
pencil or crayon can be controlled
from the keyboard or mouse. The pro-
gram does not support joysticks. (For
this review, I'll call the drawing imple-
ment a crayon.) There are several cray-
on aspects that you can adjust to suit
your own preferences.
You control the crayon’s three
modes—Color, Move, and Erase—
with the right mouse button or the 1
key on the keyboard. With the number
keys 2-9, you can adjust the size of
the crayon’s tip from one to eight pix-
els in width for drawing, coloring, or
erasing. The left mouse button chang-
es the crayon’s color. You can also use
the up arrow or space bar to achieve
the same function from the keyboard.
| found the up arrow to be the best se-
lector of the three, taking me through
the range of colors one color at a
time. The space bar and mouse button
cycle so quickly through the colors
that it's difficult to stop on the desired
one.
When | used the large-crayon set-
ting to color, the tip skipped and
jumped erratically in the direction the
crayon was moving. When | tried to col-
or a large area of the screen, the cray-
on would jump into an area of the draw-
ing that | didn’t want colored. Erasing
had similar results.
Drawing with the mouse was
smooth and fluid, but if | moved it too
quickly, the line | was drawing would
skip. | found that | could use the key-
board for detailed placement of the
crayon in eight directions, and | could
draw continuous lines with the curso
keys in their respective directions.
With this program, you have the abil-
ity to create detailed graphics in the
drawing area. Draw-Print assigns the
function keys to turn a coordinate dis-
play on or off, switch between bitmap
and text modes, erase the screen, and
invert the position of the crayon. Invert-
ing the crayon, however, also changes
the crayon’s mode of operation, which
| found objectionable.
The coordinate display in the lower
right corner of the screen, used to
tead the crayon’s position on the
screen, becomes important when mak-
ing accurate horizontal or vertical mir-
ror images of portions of the screen. Af-
ter you flip the screen, your graphic
image may lose some of its color infor-
mation due to the 8- x 8-pixel limitation
of hi-res bitmapped graphics. This
should happen only with a full screen
rotation, however.
A method for stamping or pasting im-
ages is also described in the manual.
The background and border colors
will not appear on the final printed doc-
ument. This feature is here only to per-
mit you to view your drawing against dif-
ferent color contrasts. If you select a
white background, that will give you an
idea of how your graphic will look
when printed on paper.
You must enter text mode to save or
print your finished drawing. From this
mode you can also load previously cre-
ated graphics. Should you have a prob-
lem with the loading or saving process,
the drive's error channel is displayed in
the lower left corner after each disk
function. This section of the program is
very straightforward and easy to use.
To abort any of the functions, just
press the Run/Stop key. Specific error
messages generated by the program
are also described in the manual.
| think you'll find that Draw-Print in
Color is the only program that you'll
need to start drawing graphics and
printing them in color on your Rainbow
printer. The only feature missing that |
would like to see here is the ability to
load other graphic formats. But for
those of us who have color printing ca-
pabilities and want to put them to use,
Draw-Print in Color is just the program
we need. | think this would be a good
program for Star to package with its
Rainbow printers, just as Commodore
did with GEOS and the 64.
KENNETH MURCHISON
Commodore 64 or 128, Star Micronics NX-1000C
Rainbow printer—$14
G. P, SOFTWARE
P.O. Box 571
W. Long Branch, NJ 07764
Circle Reader Service Number 415 ao
C64/128 PUBLIC DOMAIN SOFTWARE
REQUEST FREE CATALOG or send $2 for sample disk and catalog (RE-
FUNDABLE). Categories include education, utilities, games, business,
PRINT SHOP graphics, pre-tested programs and more. Rent for 75¢ or
buy as low as $1.00 per disk side or for 80¢ for 70 or more. $20 order
gets 4 free disks of your choice.
NEXT DAY SHIPPING!
@ CALOKE INDUSTRIES (Dept. GK)
% PO BOX 18477, RAYTOWN, MO 64133
SINCE 1986
Circle Reader Service Number 181
mea DISK MAGAZINES FOR 64 & 128 4
Great Programs & Articles From Both Sides of the Atlantic!
C64 ALIVE! is U.S. produced. LIGHT DISK and clubLIGHT are UK produced,
C64 ALIVE! Sample disk $3: 5 issues ending 12/92 $20; 6 issues starting 1/93 $25
clubLIGHT Single issue $5
LIGHT DISK (only 4 issues) 8 Disks $30
LIGHT DISK and clubLIGHT are for 64/128 — C64 ALIVE! is 64 only
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IN U.S.: Jack Vander White, C64 ALIVE!, P.O. Box 232115, Sacramento, CA 95823
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TYCOM Inc. 503 East St. Dept.C
Pittsfield, MA 01201
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Circle Reader Service Number 242
yf WINGS OF CE
THE OF MYTH AND CIREE
C-64 or C-128 in 64 mode
ARCADE/ROLE PLAYING GAME
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Circle Reader Service Number 113
Upgrade your Commodoara systam
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MONITORS DRIVES OTHER 6478 -7Ariga-2400 Baud— $119
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APRIL 1993 COMPUTE G-11
G-12
Missing text,
saving
partially entered
programs,
border graphics,
and more
COMPUTE APRIL 1993
FEEDBACK
Bug-Swatter
After the January issue was
printed, we noticed that two
lines of type in John Elliott's
feature, “Thanks for the Mem-
ory,” were lost at the printers.
Here's what you missed.
The top of page G-4
should read "Since it installs in-
ternally in the 64 and 128 and
their drives.”
And the article ends on
page G-6 with “to the point
that you can challenge the ca-
pabilities of machines costing
thousands more.”
Although there wasn't
much text left out, the omis-
sions certainly made for con-
fusing reading.
The mailing address listed
in the review of Invoice Writer
Il (December 1992) is incor-
rect. To order this program,
send $10 to Maurice Randall,
P.O. Box 606, Charlotte, Mich-
igan 48813. We regret print-
ing the old address.
Herbert Bradle of Beth-
page, New York, had trouble
with line 0979 of Sub Attack II
(August 1992). MLX would
not accept it. We found that a
printing imperfection caused
the Fin the last value to look
like an E. Line 0979 should
read as follows.
0979:25 AQ 1C 47 09 18 AS 80 FC
Save Before Quitting
When entering a program
from Gazette, | often am inter-
rupted before | can enter the
entire program. When this hap-
pens, | turn off the peripherals
but leave the computer on un-
til | can resume typing. On oc-
casion, several days elapse
before | can return to the pro-
gram. How can | save the por-
tion of the program already
typed in? This happens in BA-
SIC, and with MLX, escape is
impossible. Retyping the en-
tire program from the begin-
ning is very frustrating.
JACK CHRISTLAW
LIVONIA, MI
Many Gazette program list-
ings are quite long, and typ-
ing them in at one sitting is of-
ten impractical if not impossi-
ble. It’s not necessary, howev-
er, to leave your computer on
with the program in memory
until you can enter the entire
listing. It's quite easy to work
on incomplete programs, add-
ing to them whenever it's con-
venient.
When you're typing in a BA-
SIC program from Gazette
and you have to quit before
you've entered the entire list-
ing, simply save what you've
entered so far. Give it a file-
name and save it with the Usu-
al SAVE command. When
you're ready to resume work
on it, load the file—but don't
try to run it—and simply re-
sume typing where you left
off. If you can't remember
which was the last line you en-
tered, list the program to find
out. The last line in the listing
will be where you left off.
You can repeat this proc-
ess any number of times until
the entire program has been
entered. Just be sure to save
the current version with a
unique filename. You may
want to add a number to
each filename to identify the
latest version: PROGRAM1,
PROGRAM2, and so on. If
you like, you can scratch ear-
lier versions to clear them
from your disk. Just be sure
to save your final version be-
fore you attempt to run it.
Your program could contain
syntax errors and more seri-
ous problems that could
cause it to crash.
When entering a machine
language program with MLX,
our machine language entry
program, the process is han-
dled by means of a menu.
When you run MLX, a Com-
mand menu appears before
you start work. It presents op-
tions to enter data, display da-
ta, load a file, save a file, and
quit. When you begin typing
in a program, you enter the
starting and ending address-
es and then the data itself.
Should you decide to quit dur-
ing a session, press Return at
the beginning of a line, and
the menu will reappear. Note
the address where you stop
since you'll need it when you
begin work again. Select the
Save option from the menu
and enter a filename with
which to save the data that
you've entered so far.
When you're ready to re-
sume work, load and run MLX
again, using the same start-
ing and ending addresses
that are listed in the maga-
zine. Select the Load File op-
tion from the menu and load
your incomplete program. Af-
ter the program loads, the
menu will reappear. Select
the Enter Data option, but
this time use the address
where you left off to resume en-
tering data. If you want to
check what you've entered so
far, use the Display Data op-
tion to see it.
For more complete informa-
tion about using MLX, read
the instructions that are print-
ed with its listing. MLX is print-
ed in Gazette several times a
year. You may also write to
“Typing Aids” in care of our
Greensboro office for a free
copy of MLX and The Automat-
ic Proofreader.
Above the Border
| have tried and tried to figure
out how software program-
mers make graphics appear
over the border. Could you ex-
plain how to do this and how
to utilize it in my own pro-
grams?
MATT PAKES
PLANO, TX
Graphics that appear in the
border areas are normally
sprites. These are the most
easily implementable objects
not constrained by border di-
mensions. Although sprites
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DUCeVER
Circle Reader Service Number 145
Changing the disk
drive number via the
hardware method,
and enhancements to
G-14
File Logger
COMPUTE APRIL 1993
FEEDBACK
can occupy positions beyond
the border, they're not normal-
ly visible because the border
has a higher priority than the
sprites. In other words, the bor-
der is the last thing drawn.
The way to actually display
sprites over the border in-
volves fooling the VIC display
chip into not knowing where
the border is supposed to
Start. This is done with the ver-
tical fine-scrolling function. By
setting the SCROLY register
at location 53265 ($D011) to
25-row mode and then switch-
ing.to 24-row mode in the last
line of text (by using a raster
interrupt), the VIC chip never
realizes that it should begin
displaying the border, The
top and bottom portions of
the border disappear.
To learn the details of ras-
ter interrupts and how to use
them for border graphics, you
might try reading Commodore
64 Programmer's Reference
Guide from Commodore and
Mapping the 64 from COM-
PUTE Books,
Cutting Jumpers
| have two 1541 disk drives
and want to change the ad-
dress of one of them via the
hardware method. | followed
the instructions in the owner's
manual but can't tell which
wires are the jumpers in ques-
tion. Please help.
M. A. BROWN
GREENSBORO, NC
The “jumpers” referred to in
the instruction manual are ac-
tually two round disks of sol-
der, each about % inch in di-
ameter. Each disk is separat-
ed into semicircles, with a thin
strand of solder connecting
each half.
Unplug the power cord
from the wall and open the
disk drive following the instruc-
tions in the user's manual.
The jumpers are found near
the center of the circuit
board, toward the front. Jump-
er 1 is nearest the front.
Changing the device num-
bers is accomplished by tak-
ing a sharp, pointed object
and scratching away the thin
strand of solder connecting
the two halves on one or both
of the jumpers. Do this very
carefully so you don't dam-
age the circuit board or any
other components.
Here's a chart showing
which device numbers are pro-
duced when you cut various
jumpers in your drive.
Jumper New Device
Cut Number
None 8
1 9
2 10
1 and 2 1
Changing the disk drive num-
ber via the hardware method
is permanent unless you're
handy with a soldering iron;
so don’t do so unless you
have to. If you're unsure
about exactly what you're do-
ing, have your local Commo-
dore dealer do the modifica-
tions for you.
File Logger Update
I've just finished loading and
testing Roger Bachelder's
File Logger program (June
1992). It's a good program,
but I've come up with an en-
hancement. The following
lines can be added.
425 IF ASC(KS)>191 THEN
K=ASC(KS+CHRS(0))-192:
GOTO 440
This code will allow the pro-
gram to handle locked files,
those that are protected from
being scratched.
Also, whenever the original
version comes across a file
that has been scratched, it
lists the file type as XXX. If
you don't want scratched
files to be listed at all, then
add the following line to the
program.
375 IF KS="" ” THEN 520
DONALD KLICH
MT. PROSPECT, IL
Rename Disk
In order to keep track of my pro-
grams in an orderly fashion, I'd
like to change the disk name
to something more meaningful
that would correspond to the
disk’s contents. Without format-
ting and naming a new disk
and copying the files to it, is
there a simple way to change
a disk’s name?
JIM MASTRANGELO
LAWRENCE, KS
Here’s a short program that
should do the trick. It asks for
the new disk name; pads its
length to the required 16 char-
acters; opens disk and direct
access channels 15 and 8;
reads track 18, sector 0 into a
buffer; moves the buffer point-
er to the first byte of the disk
name; puts the new name in
the channel 8 buffer, replac-
ing the old name; writes the
buffer and name to the disk;
and then closes the channels.
10 INPUT“NEW DISK NAME”;NNS
20 IF LEN(NNS)<16 THEN NNS
=NN$+CHRS(160):GOT020
30 IF LEN(NNS)>16 THEN
NNS=LEFTS(NNS, 16)
40 OPEN15,8,15,"'1"
50 OPENS,8,8,"°#"
60 PRINT#15, “U1:"8;0;18:0
70 PRINT#15, ‘“B-P:"8;144
80 PRINT#8, NNS;
90 PRINT#15,““U2:"8;0;18;0
100 CLOSE8:CLOSE15
Note that this program
doesn't affect the disk’s two-
character ID; it changes the
name only. Keep a separate
ID for each disk.
Send your questions and com-
ments to Gazette Feedback,
COMPUTE Publications, 324
West Wendover Avenue,
Suite 200, Greensboro, North
Carolina 27408. a
PUMP UP
YOUR PRODUCTIVITY!
Harness the potential of your,
64 and 128 with these
powertul programs.
Get more work out of your 64 and 128
with these two new disk products from
COMPUTE's Gazette — the 1992
Best of Gazette Utilities, and
the Gazette Graphics Grab
Bag!
The 1992 Best of
Gazette Utilities
Seize control of your operating
system and your world!
Here's what's on it-MetaBASIC 64,
MetaBASIC 128, Quick, Sprint Il,
Ultrafont+, RAMDisk 64, RAMDisk 128,
BASSEM, SciCalc 64, List Formatter,
MegaSqueeze.
The Gazette Graphics
Grab Bag
Do it all with Commodore
graphics!
Here's what's on it—
Starburst Graphics,
Screen Designer 128,
128 Graphics Compactor,
64 Animator, VDC Graphics,
Dissolve 128, Super Slideshow,
128 Animator, 1526 PrintScreen,
Supratechnic, Medium-Resolution
Graphics, Screen Maker, GAS!64—
Special Edition, GAS!128-Special
ORDER
THEM
TODAY!
YES! | want to pump up my productivity! Please send me the
@ disks checked below at $11.95 each.
___The 1992 Best of Gazette Utilities
___ The Gazette Graphics Grab Bag
_—— Subtotal
___ Sales Tax (Residents of NC and NY please add appropriate sales tax for your
area. Canadian orders, add 7% goods and services tax.)
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Mail this coupon to COMPUTE's 1991 Utilities, 324 West Wendover Ave., Ste. 200,
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STEP lets your
64 count in
increments greater
than or
less than 1.
G-16
COMPUTE APRIL 1993
BEGINNER BASIC
Larry Cotton
THROUGH A LOOP
IN STEPS
Continuing with our look at
FOR-NEXT loops, this month
we'll examine STEP, an option-
al BASIC keyword used inside
these loops. Whenever STEP
is omitted, the counter inside
a FOR-NEXT loop increases in
increments or steps of 1. If we
assign a number to STEP, it in-
creases—or decreases if it's a
negative number—in incre-
ments of that number. Here's
an example that prints the odd
numbers from 1 to 10.
10 FOR T=1 TO 10 STEP 2
20 PRINT T
30 NEXT
To print the even numbers,
use FOR T=2 TO 10 STEP 2.
STEP can be either positive
or negative. The following will
count down from 10 to 1.
10 FOR T=10 TO 1 STEP -1
20 PRINT T
30 NEXT
STEP can also have a deci-
mal value.
10 FOR T=1 TO 10 STEP .5
20 PRINT T
30 NEXT
Run this, and it will spit out a
column of numbers from 1 to
10 in steps of .5: 1, 1.5, 2,
2.5, 3, and so on.
Here's a short program
that makes use of a couple of
machine language routines to
plot a sine wave on the 64 or
128's high-resolution screen.
You can see how various val-
ues of STEP influence how
fast and completely the sine
wave is drawn.
SB 16 FORT=49152T049327:READA:
POKET,A:NEXT
JP 20 POKE820,14:REM SCREEN CO
LOR
MC 3@ K=256:XL=828:YL=830:M=49
152:A=90:B=48:C=20
PR 40 SYS49262:REM COLOR/CLEAR
PF 5@ REM MAX X=255!
CG 60 FORX=@TO255STEP.5
DF 70 Y=INT(A+B*SIN(X/C))
XX 86 GOSUB100:NEXT
JK 98 GOTO9d
PA 1006 POKEXL,X:POKEYL,¥:SYSM:
RETURN
SG 1609 DATA169,0,133,254,56,1
69,199,237,62,3,72,41,
248,10,38,254,10,38,25
4,18,38
PK 1610 DATA254,72,141,64,3,16
5,254,141,65,3,104,10,
38,254,10,38,254,109,6
4,3,133
QM 1626 DATA253,165,254,109,65
+3,133,254,173,66,3,41
,248,101,253,133,253,1
73,61,3
CP 1030 DATA1G1,254,133,254,16
4,41,7,101, 253,133,253
1165,254,105,32,133,25
4,173,660
CC 1048 DATA3,41,7,170,189,101
7192,141,63,3,166,0,17
7,253,13,63,3,145,253,
96,128
FB 1050 DATA64,32,16,8,4,2,1,8
G,169,8,13,24,208,141,
24,208,169,32,13,17,20
8,141,17
PR 106 DATA208,169,63,133,216
1169,0,133,215, 168,145
1215,160,63,162,32,145
7215,136
HM 1076 DATA2G8,251,198,216,20
2,208,246,169,4,133,23
2,169,0,133,231,168,17
3,52,3
GS 1086 DATA162,4,145,231,200,
208,251, 230,232,202,20
8, 246,96
STEP appears in line 60.
Try changing its value and
note the effect when you run
the program again. Even if
you don’t understand what's
happening in this program,
you can see the immediate val-
ue of STEP in a FOR-NEXT
loop. Incidentally, to restore a
normal BASIC screen, hold
the Run/Stop key and tap the
Restore key.
Another valuable use for
STEP is to create interesting
sounds. Here's a short pro-
gram that plays a truly funky
sound.
GF 16 FORL=54272T054295:POKEL,
@:NEXT: POKES4296,15
FQ 20 FORD=1T0500:NEXT
KS 30 POKE54278,255
HA 40 POKES4287,4
XM 5@ POKES4276,23
HH 60 FORA=1TO13@STEP.3
DP 70 POKE54273,A
AK 80 NEXT
DA 94 POKE54278,0
Again, STEP is in line 60.
The decimal parts of the val-
ues aren't actually poked to
54273 in line 70, but the
STEP size slows the program
just enough to enhance the
sound. Changing the STEP
size and other values in the
program creates an infinite va-
riety of otherworldly sounds
that you may want to try.
Right now I'm going to de-
part from my usual column
and include a few para-
graphs that you might expect
to read in “World View.” | was
in Germany late last year and
picked up a copy of 64’er
(das Magazin fur Computer
Fans). The machine is definite-
ly alive and kicking on the oth-
er side of the Atlantic. Here
are some of the highlights of
this German publication for
64 and 128 users.
The 64 was prominently fea-
tured in many ads at around
233 Deutsche marks (about
$150). Other items offered in
ads were 1541 disk drives
(about $160); a mouse; the Fi-
nal Cartridge; scanners; digitiz-
ers; and, of course, viele Spie-
le (many games).
Speaking of games, the
“64'er Hit Parade” contained
a list of the ten hottest sellers
in Germany: Turrican 2 (Rain-
bow Arts), Zak McKracken (Lu-
casfilm Games), Turrican (Rain-
bow Arts), Pirates (Micro-
Prose), Maniac Mansion (Lu-
casfilm Games), Grand Prix
Circuit (Accolade), Last Ninja
3 (System 3), Oil Imperium (Re-
line), Creatures 2 (Thalamus),
and Tetris (Mirrorsoft).
The articles are in German,
but if you read that language,
you could enjoy articles on
copy protection schemes, a
program of the month (submit-
ted by readers), fast loaders,
MIDI, 3-D high-resolution imag-
es, and readers’ games that
would fit in 2K.
Regular columns include
“Assembler Corner,” “Profi Cor-
ner” (a disk control program
in ML), and “Software Cor-
ner." One column attracted
my attention so that | felt com-
pelled to translate completely.
It was “BASIC Corner.” O
ESCAPE ROUTE
The Adventures of
Eric Hawthorne, P.I.
C-64 or C-128 in 64 MODE
ACTION/STRATEGY/BOARD GAME
Catch the Infamous ICELADY before she crosses the border!
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Circle Reader Service Number 252
10% OFF ALL ITEM PRICES BELOW!) C-64 #* C-128
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TO: Kenneth Franklin (KF-PO SOFTWARE) ###
PUB 478864 # Los Angeles, Ca, 70047-0464
Mainly, we have the PD Select Commodore Library!
THANCS FOR HELPING US INTO OUR ‘THIRD’ YEAR!!
Circle Reader Service Number 240
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021MU SID MUSIC UTILITIES
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019ED JRHIGH EDUCATION
062ED HIGH SCHOOL EDUC.
033ED TYPING / SPANISH
031ED COMPUTER SCIENCE
O10UT PIRATES TOOLBOX
119GA FOREIGN ARCADE
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021GE GEOS FONTS
002MS LOTTERY PROGRAMS
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Circle Reader Service Number 253
LIMITED OFFER
G-17
Encrypt and decrynt
secret messages
using a keyword and
G-18
your 64,
COMPUTE APRIL 1993
MACHINE LANGUAGE
Jim Butterfield
ENCRYPTION
There's no security in substitu-
tion ciphers, but there are a
number of simple encryption
methods that cannot be bro-
ken too easily. A simple exam-
ple is the Vignére method of en-
cryption, which uses a key-
word to encode each letter of
the message individually.
Another simple encryption
technique called a Caesar ci-
pher adds a fixed value to
each letter. If we add 3 to
each letter, Abecomes D, Bbe-
comes E, C becomes F, and
so on. (At the top of the alpha-
bet, letters wrap around, so
that Z becomes C.) To de-
code, we would subtract 3.
The Vignére cipher, in con-
trast, adds a different value to
each letter; these values are
taken from a keyword.
Suppose our Vignére key is
the word COMPUTE. The first
letter, C, is the third letter of
the alphabet, so we could off-
set the first character of our se-
cret message by 3. The 15th
letter is O, and the 13th is M.
So the second and third char-
acters of our message would
be offset by 15 and 13, respec-
tively. In this way, a simple mes-
sage such as FEED ME would
be ciphered to read ITRT HY.
Note that the three Es in the
original text become three dif-
ferent letters in the cipher
text. To decrypt the message,
you would need the key, and
you would subtract the offset.
Let's write a simple Vignére
ciphering program using the
word COMPUTE as our key. It
will encode only unshifted al-
phabetic characters. The
code starts at hex address
2000, decimal 8192; at that
point, we reset our pointer to
the start of the keyword.
2000 A2 00 LDX #$00
Then we get the next char-
acter from our key string. At
the end of our key, we'll reset
X and do it again. After we
get our key character, we
move X to the next position.
2002 BD 3F 20 LDA $203F,x
2005 FO F9 BEQ $2000
2007 £8 INX
Reduce the key character
to a number in the range 0-
31 and store it. A valid alpha
character will be in the range
1-26. If we are encoding,
we'll add this value; if decod-
ing, we'll subtract.
2008 29 3F AND #$3F
200A 8D 01 21 STA $2101
Time to input from the key-
board. Save the X register,
get the input key, and restore
the register. If there’s no key
pressed, do it all again.
200D
2010
2013
2016
2017
8E 00 21 STX $2100
20 £4 FF JSR SFFE4
AE 00 21 LDX $2100
A8 TAY
FO F4 BEQ $2000
If the input is not in the range
A-Z, skip the enciphering.
2019 C9 41 CMP #$41
201B 90 1A BCC $2037
201D C9 5B CMP #$5B
201F BO 16 BCS $2037
We encipher by adding the
key value. On the other hand,
if we are deciphering, the
next two bytes will be
changed to read $38, $ED
(SEC, SBC) so as to subtract
the value.
2021 18 CLC
2022 6D 01 21 ADC $2101
We'll skip over some code
that adjusts the character if
the math takes it above or be-
low the A-Z range. The adjust-
ment basically adds or sub-
tracts 26, the number of let-
ters in the alphabet.
The enciphered character
is printed, and we go back to
get another key value.
2031 20 D2 FF JSR $FFD2
2034 4C 02 20 JMP $2002
If the input character was not
in the cipher range, we print
it. If it's a Return, we quit.
2037 20 D2 FF JSR $FFD2
203A C9 OD CMP #$0D
203C DO CF BNE $200D
203E 60 RTS
Tacked onto the end is the
cipher key. There's plenty of
room for your own key here; it
may be longer. Don't forget to
put a binary O at the end.
203F 43 4F 4D 50 55 54 45 00
:COMPUTE
The BASIC program is
straightforward. It's set for en-
coding; to decode, change
lines 130 and 240 to the val-
ues in the REM statements.
To encrypt a multiline mes-
sage, call SYS 8192 for the
first line and SYS 8194 for the
remainder. That way, the key
won't be reset for each line,
and your code will be harder
to break.
100 DATA 162,0,189,63,32,240,
249,232,41,63
110 DATA 141,1,33,142,0,33,32,
228,255,174,0,33,168
120 DATA 240,244,201,65,144,26,
201,91,176,22
130 DATA 24,109: REM 56,237
140 DATA1,33,201,91,144,2,
233,26,201,65,176,2,105,26
150 DATA 32,210,255,76,2,32,32,
210,255,201,13,208,207,96
160 DATA 67,79,77,80,85,84,69,0
170 REM THE ENCRYPTION KEY
SPELLS COMPUTE
200 FOR J=8192 TO 8262
210 READ X:T=T+X
220 POKE J,X
230 NEXT J
240 IF T<>7730 THEN STOP:
REM 7890
300 PRINT “ENTER LINE OF
TEXT:”
310 SYS 8192 a
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Memo Card—Unleashes the power of a full-blown
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Send your order to Gazette Productivity Manager,
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G-20
Destroy data,
speak pig Latin,
print SEQ
files, and more.
COMPUTE APRIL 1993
PROGRAMMER’S PAGE
Randy Thompson
PROGRAMS FROM
READERS
Here are some more interest-
ing, useful, and amusing tips
submitted by our readers. If
you have a good program-
ming tip, I'd like to see it.
Disk Unformatter
A reformatted disk still holds
your old data—just the disk's
directory and BAM (Bit Alloca-
tion Map) are actually erased.
In fact, any hacker with a
disk editor could resurrect
most if not all of your data. If
you want absolute data secu-
rity or if you're just plain para-
noid, use the following pro-
gram to erase a disk complete-
ly. WARNING: Be sure you
don't have any important da-
ta on the disk in your drive
when you run this program.
UNFORM
CS 18 AS="M-E"+CHRS (5) +CHRS (2)
?FOR I= TO 33:READ AzAS
=AS+CHRS (A) :NEXT
RQ 20 OPEN 15,8,15:PRINT#15,A$
:CLOSE 15
MD 30 DATA 162,1,32,26,2,126,1
69,206,32,21,254,88,166,
6,232,224,41, 208,239,162
PM 40 DATA 18,134,6,169, 246,13
3,0,36,0,48,252,76,9,254
This program essentially de-
stroys the disk’s DOS format-
ting—thus the name Disk Un-
formatter. If you want to use
the disk, you'll have to format
it once again.
HONG PHAM.
ANTIGONISH, NS.
CANADA
Habla Ig-Pay Atin-Lay?
Here’s an amusing program
that translates English (or any-
thing else you throw its way) in-
to the ever-popular language
known as pig Latin.
PIG LATIN
XJ 16@ PRINT:INPUT "ENTER WORD
"JAS:IF AS="" THEN END
X=1:MS=MIDS (AS, 2,1) :1F
{SPACE}MS="H" OR MS="L"
OR MS="R" THEN X=2
PRINT MIDS(AS,1+X) ;"-";
MIDS(AS,1,X)+"AY"
PRINT:PRINT "ANOTHER WO
EM 116
MQ 124
EG 136
RD (¥ OR N)?"
KG 146 GET KS:IF KS<>"y"
S<>"N" THEN 140
DP 150 IF KS="¥" THEN 100
SCOTT LANG
TIGARD, OR
AND K
Persistent Colors
Run this program to set your
screen's colors, and they'll
stick around—even after you
press Run/Stop-Restore.
COLORS
HM 1@@ REM COLOR RESTORE
AR 116 FOR I=52992 TO 53042:RE
AD D:POKE I,D:C=C+D:NEX
as
IF C<>67@5 THEN PRINT "
ERROR IN DATA STATEMENT
S":END
INPUT "BORDER COLOR (@-
15) "5B
POKE 53280,B
INPUT "BACKGROUND COLOR
(8-15) "7B
POKE 53281,B
INPUT "CURSOR COLOR (6-
15) "7B
POKE 646,B
SYS 52992
DATA 173,134,2,141,166,
207,173,33,208,141,162,
207,173,32,208
DATA 141,161,207,162,29
,160,207,142,0,3,146,1,
3,96,172
DATA 160,207,146,134,2,
172,161,207,140,32, 208,
172,162,207,140
DATA 33,208,76,139,227,
8
PH 120
KP 1306
EB 140
RH 150
JC 160
aS 170
DS 180
AE 190
XE 200
os 210
QF 226
HK 230
This program is designed
to work on the 64 only.
GEZA LUCZ
KINIZS!, HUNGARY
Sequential File Printer
Greg Waggoner wrote this pro-
gram to help a friend set up a
BBS. It sends sequential text
files to the screen or the print-
er. While reading or printing a
file, you can pause the pro-
gram by holding down the
Shift key or abort the program
by pressing the Back Arrow
key. When the program reach-
es the end of a file, it stops
and asks you to enter anoth-
er filename. Just press Return
to exit the program.
FILE PRINT
RR 10 PRINT "{CLR}":D=8
XM 26 PRINT:ES="":INPUT "PILEN
AME";FS:IF FS="" THEN EN
D
GP 3@ OPEN 15,D,15:OPEN 8,D,8,
"Oz"+FS+",S,R":CLOSE 8:1
NPUT#15,E£,E$:CLOSE 15
XG 48 IF E THEN PRINT E$:GOTO
{SPACE}24
PRINT "{RVS)S{OFF}CREEN
{SPACE}OR {RVS}P{OFF}RIN
TER?"
GET K$
IF KS="S" THEN 160
IF KS="P" THEN 158
GOTO 66
OPEN 8,D,8,"G:"+FS+",S,
RM"
RK 110 IF PEEK(653)=1 THEN 110
HB GET KS:IF KS="<" THEN C
GoTo 20
GET#B,AS:IF ST=64 THEN
{SPACE}CLOSE 8:GOTO 20
PRINT AS;:GOTO 114
OPEN 8,D,8,"Q:"+FS+",S,
R":OPEN 4,4,7
IF PEEK(653)=1 THEN 160
GET KS:IF KS="<" THEN C
LOSE 8:CLOSE 4:GOTO 20
GET#8,AS:IF ST=64 THEN
{SPACE}CLOSE 8:CLOSE 4:
GOTO 26
GK 199 PRINT#4,A$;:GOTO 15
GREGG WAGGONER
OLNEY, TX
Fs 50
MB 66
MQ 76
RA 86
FH 96
Qu 100
EQ 130
FD 140
EB 150
GQ 168
PQ 178
PB 180
Ascending Tones
You've probably seen (and
heard) programs that pro-
duce clicks whenever you
press a key, but this program
is a little more melodic. When
you type or enter code, you'll
hear an ascending tone as
the cursor moves toward the
tight side of the screen.
Press Return, and the tone re-
turns to where it started.
TONES
BP 106 FOR 1=49152 TO 49228:RE
AD D:C=C+D:POKEI,D:NEXT
IF C<>9456 THEN PRINT"E
RROR IN DATA STATEMENTS
":STOP
$YS49152
DATA 126,169,43,162,192
7141,26,3,142,21
DATA 3,162,25,169,0,157
255,211, 202,208
DATA 256,169,63,141,5,2
12,169,240,141,6
DATA 212,169,17,141,4,2
12,169,15,141,24
DATA 212,88,96,166,203,
224,64,240,18,169
DATA 17,141,4,212,165,2
11,105,14,141,1
DATA 212,141,0,212,76,4
9,234,169,16,141
DATA 4,212,76,49,234,23
1212
R. THOMPSON
EUGENE, OR
Send your programming
tips and tricks to Program-
mer's Page, COMPUTE's Ga-
zette, 324 West Wendover Av-
enue, Suite 200, Greensboro,
North Carolina 27408. We
pay $25-$50 for each tip that
we publish. a
Gs 110
cP 126
PX 136
RF 148
GP 158
XF 160
JD 170
SJ 180
xs 199
DD 200
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Circle Reader Service Number 162
programs for GEOS
G-22
that can be
found on Q-Link.
COMPUTE APRIL 1993
GEOS
Steve Vander Ark
WHAT’S HOT ON
QUANTUMLINK
Programs being written these
days by people such as Kent
Smotherman and Irv Cobb are
so clever and interesting that
| could almost say we're see-
ing the golden days of GEOS
shareware. The pace may
have slowed, but the quality of
the work is better than ever.
We've seen a lot of great
GEOS programmers over the
years. Many of them have
moved on to other platforms,
but their work survives them in
the GEOS libraries on Quan-
tumLink. Here's a brief tour of
the latest Q-Link uploads.
One of the recent uploads
to Q-Link has done what
everyone knows can't be
done: change BSW, the
GEOS system font. Irv Cobb is
the fellow responsible for do-
ing the impossible with his re-
cent file CHANGE-BSW.ARC
(uploaded by Irv Cobb).
This little AUTO-EXEC file
will change the system font,
BSW 9 point, into one of sev-
eral other 9-point fonts during
boot. You heard right: The sys-
tem font, the untouchable and
often unreadable BSW, is no
longer out of reach. This file in-
cludes four fonts you can use,
including a boldface version
of BSW. This program runs on
the 64 or the 128, but affects
only the 40-column system
font. Irv is promising a version
which will change the 80-col-
umn BSW as well.
Kent Smotherman has
been pouring out scads of
neat little GEOS programs late-
ly. His latest wonders are a
chess recordkeeper (CHESSE-
CRETARY2, uploaded by
Kent LS) and a_ utility
(BOOTIE) that automatically
fires up AUTO-EXEC files on
any drive other than the one
you're booting from.
Those who have gritted
their teeth and struggled with
the mouse editor in Preferenc-
es will appreciate another of
Kent's programs. Mouser al-
lows you to browse through
photo albums, find a likely
bitmap, and copy it to your
pointer. A file called MICE, al-
so uploaded by Kent, is a
small album of likely images.
Gateway users in particular
will appreciate Kent's directo-
ry manager program (DIRMAS-
TER, uploaded by Kent LS),
With Directory Master you can
sort and rearrange GEOS disk
directories to your heart's con-
tent. It runs perfectly well un-
der Gateway, a program
which has needed a way to
organize directories efficiently.
Directory Master includes fea-
tures to make easier the mun-
dane task of keeping every-
thing straight and orderly.
Kent is continually adding
to the libraries, so by the time
you get there to look around,
you might very well discover
more treasures with his name
on them. All Kent's programs
are specifically designed for
the 64, but many of them will
work just fine on the 128,
There's plenty more. One
which | will certainly be using
is Diskmaster, uploaded by Ste-
ven E. Eyrse. (His onscreen
name is ScenicFilm.) This utili-
ty changes master disks to reg-
ular GEOS disks, which
means that you no longer
have to move files to the bor-
der of your boot disk in order
to throw them out. The current
version changes the disk stat-
us only temporarily, since
GEOS changes it back auto-
matically the next time you re-
boot. A more permanent ver-
sion has been promised.
Another program from Sce-
nicFilm is Calcmove. The cal-
culator desk accessory is slight-
ly modified by this program to
appear at a new, user-speci-
fied position. The whole proc-
ess is as easy as a few mouse
clicks, and the result can
make the calculator even
more useful by getting it out of
the way of your work. Steve's
programs are specifically writ-
ten for the 64.
Take a look in the other librar-
ies of GEOS files, and you'll
find more treasures waiting for
you. In the font library, for ex-
ample, you'll find several new
LQ fonts to be used with
GEOS LQ, the incredible new
printer control system found in
CMD's Perfect Print collection.
Try BLKLETTERS LQ upload-
ed by Aqua Regia or ITAL-
IQUE LQ by JonS1.
George Wells has upload-
ed a complete selection of
printer drivers to support the
Epson-compatible 9- and 24-
pin printers. These drivers do
everything from printing in mul-
tiple passes to printing color
documents in shades of gray.
Just wander into those librar-
ies, and you'll find his excel-
lent files everywhere.
So, what impossible things
will these talented folks think
of to do next? You never
know, There are still a few ap-
plications GEOS lacks. For ex-
ample, itneeds a terminal pro-
gram to support 2400 bps and
an 80-column desktop publish-
ing package. My personal
dream is to see a presentation
program that will let the user
create a script similar to a Hy-
perCard stack on the Macin-
tosh and display screens of in-
formation, complete with sup-
port for multicolor graphics,
geoRAW digitized sounds,
and SID music files. The basic
concept is straightforward,
and the Commodore is certain-
ly capable of doing the job.
What about you? If you
have any great ideas for
GEOS programs, let me
know. I'll keep track of them
and, if | get enough good sug-
gestions, I'll publish a wish list
in an upcoming column. You
can contact me through this
magazine, or electronically on
Q-Link (SteveV14), or GEnie
(S.VANDERARK). a)
Only $2U1.95 lett th evel?
run Graphics Machine
FUN GRAPHICS MACHINE (FGM) 1S AN “ALL-IN-ONE” GRAPHICS
PROGRAM FOR THE C=64, WHAT CAN BE CREATED WITH FGm IS
ONLY LIMITED BY YOUR IMAGINATION, T A FEW EXAMPLES:
s ISINESS CARDS
SUPPORTS
ALL
CmO DRIVES
Ls
ti}
GRAPHIC
RES SCRE
GEOS SCREE
COMPUTER TI
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o 8
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e Activity light indicates access
* Battery used only when wall mount AC power
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MODEL 512 1 MEG 2 MEG
$CALL $CALL $CALL
}
SOFTWARE CLOSEOUTS
For Commodore 64 & 128
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$4.00 C.O.D.
of
Combine a variety
ingredients with a
healthy dash of
imagination to create
a multimedia stew.
G-24
COMPUTE APRIL 1993
D'IVERSIONS
Fred D'Ignazio
MULTIMEDIA
MULLIGATAWNY
When three science teachers
came to my multimedia work-
shop recently, they brought
lots of raw materials to make
their own multimedia lessons.
They brought pages of leaves
from their leaf collections.
They brought their bug collec-
tions. They also brought their
Encyclopedia of Animals vid-
eodisc collection from Optical
Data. As soon as they arrived
at.my workshop, the teachers
got busy making things.
They propped their bugs on
amusic stand and used a vid-
eo camera to scan color imag-
es of the insects into the com-
puter. They put pages of
leaves facedown in my
Howtek personal color scan-
ner and created beautiful, full-
color computer images of the
foliage. They used my color
and gray-scale hand scan-
ners from Logitech to capture
photographs they had
brought from manuals, guide-
books, and personal photo
collections.
They captured sounds
from audio CDs: surf breaking
on the coast in Cape Cod;
fierce, crashing waves in a chill-
ing winter storm; soft sounds
of water lapping on a creek
bed; wind whistling through
trees; leaves flapping and
crunching in late fall; and
bugs humming and buzzing.
The teachers brought
these materials from their
“teacher drawers” and “teach-
er closets.” They were science
specimens and slices of the re-
al world that spiced up chil-
dren's lessons and brought a
tired, dusty curriculum to life.
In my workshop, the teach-
ers learned how to use a com-
puter to stir these ingredients
into a rich multimedia stew
filled with sounds, captions,
still images, video, and back-
ground music. Next they took
turns collecting video bites of
their colleagues. These were
tiny video and audio clips of
each teacher explaining key
concepts or describing the
specimens. We turned these
tiny clips into pop-up windows
on the computer screen. We
wove them into a minitutorial
and a pop quiz on inverte-
brate animals such as the
amoeba, the volvox, and the
vorticella.
| think of my multimedia
classroom as a kitchen for as-
piring multimedia chefs. The
teachers and students bring a
hodgepodge of potluck curric-
ulum materials to my kitchen,
and | teach them how to cook
up a delicious multimedia
dish.
What kinds of ingredients
do my multimedia recipes call
for? Almost anything will do!
Teachers come to my work-
shops hauling boxes of stuff,
including old photos, leaves,
bugs, fish, textbooks, crafts,
sculptures, paintings, chil-
dren's pictures, art, souvenirs,
fossils, rocks, tree branches,
CDs, tapes, videos, musical
instruments, library books, but-
tons, stamps, playing cards,
trading cards, and so on.
In my multimedia work-
shop, | show my apprentice
chefs how these ingredients
from the real world add
sound, color, and moving imag-
es to their lessons. | encour-
age them to take this same
cookbook approach back to
their classrooms to make their
lessons more meaningful and
exciting for their students.
In the multimedia kitchen, |
stress that the two most impor-
tant ingredients are your body
and your imagination! Recent-
ly, | worked with a group of
math teachers. What does
math have to do with multime-
dia? A lot, really, when you
remember that most children—
and most adults—are mathpho-
bic because they can't visual-
ize math concepts and can't
apply math rules and symbols
to everyday problems.
| challenged my math
chefs to cook up some math-
ematical concepts using only
their bodies and the tables
and chairs in our classroom.
Over the next hour of the work-
shop | was amazed at all of
the ingenious—and hilarious—
concoctions that the chefs
dreamed up. Here are a few of
their scenarios.
¢ Ahuman fraction consisting
of three math teachers kneel-
ing on top of a table and
four kneeling underneath a
table.
¢A moving equation of
“sets"consisting of teachers
rushing in and out of groups
based on their ages,
heights, gender, grades
taught, and big numbers
they wore on their name
badges.
« A human graph made up of
three teachers of ascending
height holding up a fourth
(much thinner) teacher de-
monstrating a line on a
graph with a positive slope.
Each time a team of chefs
presented a math concept,
we captured the concept on
video as a still image inside
the computer. We entered a
computer paint program and
added captions and arrows to
the image. Then, we digitized
a math teacher's voice, and
challenged students to identi-
fy the concept correctly.
If you were called into the
kitchen, what kind of multime-
dia potluck could you bring to-
gether? What kind of multime-
dia dish would it be fun for you
to cook up? What special
sights, words, and sounds
can you combine that will
bring a subject you love to
life? You might have the poten-
tial to become a gourmet mul-
timedia cook or at least a short-
order chef at a multimedia fast-
food restaurant. a
PROGRAMS
DROP-DOWN MACROS
By Richard Penn
There are many utilities for programming
the function keys on the 64—many even
double the available number with key
combinations to 16. The trouble is, the
more function key combinations you
have, the harder it is to remember what
they all do. With 16 key combinations to
remember, it isn’t exactly obvious what
Shift-Ctrl-f5 does.
With Drop-Down Macros you'll never
forget which function key combination to
press. This utility for the 64 lets you select
any of 16 macros from a pull-down menu.
Simply highlight your choice with the cur-
sor keys and hit Return to execute the
macro. That command then executes as
if it were typed on the keyboard. For fast-
er operation, all 16 macros have function
key shortcuts too.
You can say good-bye to cumber-
some key commands and CHR$ codes
that other programs require for defining
function keys. With Drop-Down Macros,
programming macros was never easier.
You can even incorporate or pick up com-
mands from the screen.
Getting Started
Drop-Down Macros is written entirely in
machine language; enter it with MLX,
our machine language entry program.
See “Typing Aids” elsewhere in this sec-
tion. When MLX prompts you, respond
with the following values.
Starting address: COO0
Ending address: CEFF
After you've finished typing in the pro-
gram, be sure to save a copy to disk
with the name Drop-Down Macros.
Activation
To activate Drop-Down Macros, load
the program with the ,8,1 extension,
type NEW, and then type SYS 497152.
Along with a message informing you
that Drop-Down Macros has been in-
stalled, you'll see several commands to
get you started.
Three Ways
Drop-Down Macros is flexible and
friendly. It lets you access macros in
three ways. You'll probably use the
menu most of the time. Press Ctrl-Shift
at any time, and the names of all 16
macros appear in a window. You can
cursor to any macro and press Return
to activate it. If you call the menu and
then change your mind, press Run/
Stop to cancel it.
Next to each command is its func-
tion key shortcut. Once you've become
familiar with a macro, you can bypass
the menu and activate the macro by
pressing the appropriate keys. You
can press f6, for example, to list a
disk's directory.
Keys f1-f8 are printed in one color
on the menu since they're the standard
function keys. Keys f9-f12 are another
color to remind you that they're ac-
cessed by holding down the Commo-
dore key in conjunction with one of the
four function keys. Similarly, the last
four function keys are accessed with
the Ctrl key. To prevent key conflicts,
the function keys are disabled while a
program is running, but the menu still
works.
Picking up Macros
Unlike some utilities, Drop-Down Mac-
ros makes it very easy to program new
macros. Simply press Ctrl-Return, and
you'll be prompted for the key to de-
fine. Highlight the macro that you want
to program from the menu and hit Re-
turn or, alternately, press its function
key. (As before, press Run/Stop to can-
cel the menu.)
Next, you'll be asked to type ina
name for the macro. This is the five-
character name that will appear on the
menu; any characters beyond five are
truncated. When you've named the mac-
To, you'll be prompted for the com-
mand itself. This line of code can be
up to 80 characters (two screen lines)
in length. Enter commands in the order
that they're to be executed and use the
back arrow (E) to indicate a Return
keypress. Whenever Drop-Down Mac-
ros executes a macro in direct mode,
it will print a “live” Return for each
back arrow.
You can also “pick up” commands
already printed on the screen. When
Prompted to enter a macro, use the cur-
sor keys to move the cursor to the line
that you want to pick up and press Re-
turn. Drop-Down Macros picks up logi-
cal lines, so the cursor can be any-
where on the line when you press Re-
turn. Also, remember to add a back ar-
row to the end of a line if you want the
macro to execute automatically.
For example, if you're writing a tricky
macro, first test it in direct mode.
When it’s working correctly, press Ctrl-
Return and enter a name. Cursor up to
the macro, add a back arrow to the
end of it, and hit Return to pick it up.
If you need to list a group of lines of-
ten, put the LIST command in a macro
that's selected with a single keypress,
such as f1, 3, f5, or f7. From then on,
pressing that one function key will put
you in business.
When defining macros, note that the
input routine lets you use all keys (it us-
es the 64's built-in BASIC editor). This
can pose problems. Moving the cursor
past the bottom line, for example, will
make the screen scroll, and pressing
Shift-Clr/Home will clear the screen.
These potential problems are trade-
offs for the line-pickup feature.
Saving Macros
If you've defined several macros and
want to save them, press Ctrl-D (think
D for disk) and enter a filename at the
prompt. To cancel the saving process,
press Run/Stop-Restore. This will save
a new copy of Drop-Down Macros
with your special macros included. To
reload them, load this file in place of
the original program.
Built-in Power
Drop-Down Macros comes with 16 de-
fault macros, As you'll see, many of
these are rather powerful. It's not prac-
tical to type all of these manually, but
when they're only a menu away,
they're very handy to have. Here’s a
list of the default macros.
RUN runs the program currently in
memory.
ASCII prints a chart of ASCII codes.
Press Ctrl to slow the listing or Run/
Stop to halt it at the desired spot.
LIST lists the BASIC program that is
in memory.
SCREN prints a chart of screen
codes. As with the ASCII chart, press
Ctrl to slow the listing or Run/Stop to
stop it.
HARD sends the program listing to
the printer without printing the READY
prompt at the end of the listing. Make
sure your printer is turned on before
APRIL 1993 COMPUTE G-25
PROGRAMS
you select this macro. CGAG:DG 14 AY 7F 8D BD DC 26 36 |c2pG:FC C9 DB DG E4 AD 11 DB AD
DIR loads the disk directory into |C@A8:CF Cl A9 81 8D 6D DC 4c 76
memory. COB0:31 EA A5 C5 CD 92 C9 FG D3
COB8:F6 8D 92 C9 C9 46 FG EF 29
BLANK blanks the screen to prevent | cgeg:ap an G2 C9 G4 DG 69 AS 35
monitor burn-in when you must leave |cgcg:c5 C9 Gl DG G5 AQ 35 4C 52
your monitor turned on but inactive for |cgpg:D8 CG C9 12 DB 5A AY 37 C3
a while. Press any key to bring back |C@D8:8D 66 CF A9 35 8D 67 CF F4
te SHEHcOL cf AB 82 60 63 as 67 Te
i i : : D FD
ERROR displays the disk error | Ggrg:p9 gp o3-cF A9 35 8D G4 61 | c329.07 Fee Poy eB eae) ay ee
when the drive light is blinking. CGF8:CF A9 30 8D @5 CF A9 3A AG |c328:8D
NEW executes a NEW command to |clg6:8D 69 CF A9 52 8D GA CF CD 5
erase the program in memory. C108:A9 45 8D OB CF A9 4D 8D 61
UNNEW recovers a program should oie ad oe BB eo sp oD oe Be ret
you accidentally erase it with the NEW | ci29:c9 ap 21 Dd 29 GF AA BD BD
command. Like all similar utilities, it's im- | c¢12g8:pa B8 8D 06 CF 4c 31 EA G2
portant to know that making a syntax er- |c130:A5 3A C9 FF D@ GD AS C5 1A
ror or entering a variable before using |C138:C9 63 96 G7 C9 67 BO G3 B2
UNNEW will render your program unre- |C140:20 46 Cl 4C 31 EA AE 8D 82
coverable, so be careful C148:62 EG G1 FO BD EG G2 FO 15 | c378:8D G7 DG AY 86 8D G9 DG BA
yi , . C156:GE EG 64 FO GF A2 GB 4C Fl | c38g:8D BB DG AD 99 BD BD DB 34
UNDEL loads a soratched disk pro- |c15e:66 cl a2 64 4c 66 Cl A2 36 |c388:8D GF DA AD GG BD 1B DB BC
gram into memory if no other disk op- |c160:08 4c 66 Cl A2 GC 8E 9A EG | c39G:A2 1A BS DB G9 BG 95 DB 82
erations have been performed follow- |C168:C9 C9 G3 DG G2 AO 67 38 AD | c398:CA DG F7 AD 1l DG 16 FB 7B
ing the scratch. Remember that the file Gob eRe Be 18 $0 a = $9 ae B C3AG:A9 FF ep 2D DO s a a #
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save it immediately. C190:9A C9 8D 94 C9 AD 95 C9 CB | c3cg:69 28 85 FB AS FC 69 GO 6B
BYTES returns the length of the pro- |C198:69 @@ 8D 95 C9 CA D@ EB E2 | c3cg:85 FC 68 AB 88 DG EG AX DC
gram in memory. C1AG:18 A5 FB 6D 94 C9 85 FB C2 | c3pg:00 85 C7 85 DA 85 DB AD 23
initiali taba A C1A8:8D 98 C9 AS FC 6D 95 C9 3F | c3pg:g1 85
INIT initializes the disk in the drive. | Cing:gs rc Bp 99 CO AG C6 EG DB Son = x is 4 pe aR 3
VALID validates the disk in the |¢158:p1 3¢ 13 AG G6 Bl FB 9D GA | C3Eg:gp CO A2 G1 BA 48 20 D3 18
drive. C1C0:66 CF E8 C8 CO 56 BG G4 8E | c3rg:c4 68 AA EB EG 11 90 F4 3A
RESET resets the disk drive as if you |C1c8:C9 64 D@ F1 86 C6 66 AOD 24 | C3Fg:aAD 11 DG 10 FB A9 FF 8D CA
turned it off and on again. This process |C1D9:C1 8D 18 63 A2 62 BS GB 54 | c4gg:1B DG AD 37 85 G1 AS C6 36
takes a few seconds. C1D8:9D E9 94 E8 EO C6 DG FG 81 | cags:sp 97 C9 AD BB 85 C6 BD 43
rd C1E@:A2 C7 BS BG 9D E9 94 E8 G5 |c41g:9B CO A2 G1 18 AG GO 2G Al
VERFY verifies the most recently |cigg:p¢ F8 a9 6G 85 FB A9 G2 BO |c4igiFg FF A912 8D BE CO BA 35
saved program. ; _ |C1P0:85 FC A9 E9 85 FD A9 95 57 | c42g:48 20 D3 C4 68 AA 8A 48 E7
These macros are defaults in the orig- |C1F8:85 FE AG 6@ Bl FB 91 FD Bl | c42g:ag G6 A2 FF CA DG FD 88 F5
inal program. You can overwrite any or |C290:B6 FD DO 02 E6 FE E6 FB AF | c439:p¢ F8 26 9F FF AS C5 C9 4A
i . |C208:D0 62 E6 FC AS FB C9 GB D3 | c439:3F FO 66 C9 G3 90 G9 C9 7C
all of these defaults with your own mac: Cllaiposuaens eoWce “ee DaPEA 32’ |\caggcgy nol Co Geleede oe cas
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C7AG:AA
C7A8:AB
C7BO:AA
C7B8:AA
C7CO:AB
C7C8:AA
C7DG:AA
C7DB:AA
C7E@:6A
C7EB8:AA
C7EG:AA
C808:AA
C816:AB
C818:AA
C928:41
C930:55
C938:4C
C940: 20
C948:26
C950:4E
C958:26
C96:20
C968:44
C976:20
C978:43
C986:61
C988:64
c996:108
C998:8D
C9AG:56
C9A8:41
C9BG:0D
C9B8: 60
C9CG: 80
C9C8: 6G
C9DG:68
C9D8: 66
C9IEG: 60
C9E8: G0
C9FG: 66
C9F8: 60
CAGG:54
CAG8:FF
CA10:FF
CA18:FE
CA20:FF
CA28:FF
CA3G:FF
CA38:FF
CA40:FEF
CA48:FF
CA50: 36
CAS8:CF
CA60:3A
CA68:CD
CA76:31
CA78:CF
CA8G:3A
CA88: 32
CA9O:FF
CA98:FF
CAAG:C5
CAAB: 3A
CABG: 2C
CAB8: 36
CACG:31
CAC8:31
CADG:31
CAn8:35
CAEG:50
CAE8: 32
CAFO:52
CAF8:3A
CBO0:4F
CBG8:31
CB1G:52
CB18:CF
CB20:CF
CB28:54
CB30:80
CB38:60
CB46:52
CB48:3A
CB56:31
CB58:28
CB60: 36
CB68:29
CB76:58
CB78:32
CB8G:31
CB88:4E
APRIL 1993 COMPUTE
PROGRAMS
CB9G:44 26 22 24 22 2C 38 OD 18
CB98:4C 49 53 54 6D 6G FF FF CO
CBAG:00 O60 FF FF 06 @0 FF FF 38
CBA8:00 00 FF FF 69 O00 FF FF 46
CBBO:66 66 FF FF 66 60 FF FF 48
CBB8:60 GG FF FF 66 @@ FF FF 50
CBCG:00 66 FF FF 69 @@ FF FF 58
CBC8:60 0G FF FF 66 G0 FF FF 66
CBDG:06 6@ FF FF 66 OG FF FF 68
CBD8:60 6G FF FF @6 58 CF 35 86
CBEG:38 2C 36 3A 26 20 26 26 2B
CBE8:20 206 26 20 20 20 26 20 86
CBFG:20 26 26 20 286 26 26 26 88
CBF8:20 26 26 20 26 20 26 26 96
CCOG:20 4F DB 31 2C 38 2C 31 76
CCO8:35 3A 49 CE 31 2C 41 24 Cl
CC16:2C 42 24 3A 3F 3A 3F 41 1B
CC18:24 2C 42 24 3A 43 4C CF AG
CC26:31 6D G6 OO FF FF 08 G6 95
CC28:FF FF 60 @@ FF 4E 45 57 DC
CC30:0D G8 O68 OO FF FF 6 06 50
CC38:FF FF 06 0G FF FF 009 66 D1
CC40:FF FF G0 60 FF FF 90 G6 D9
CC48:EF FF 00 60 FF FF 60 @6 El
CC5@:FF FF @@ 60 FF FF 606 @6 E9
CCS58:FF FF 00 @@ FF FF 66 66 Fl
CC6G:FF BF 09 6G FF FF 90 06 F9
CC68:FF FF 08 GG FF FF 60 66 62
CC76:FF FF G8 60 FF FF 60 G6 GA
CC78:FF FF 66 0G FF 5@ CF 32 25
CC86:38 35 38 2C 31 3A 53 59 BA
CC88:53 34 32 32 39 31 3A 58 95
CC9G:CF 34 35 2C 5@ C5 28 33 AS
CC98:34 29 3A 5G CF 34 36 2C CA
CCAG:58 C5 28 33 35 29 3A 43 12
CCA8:4C 52 GD 6G FF FF
CCBG:FF FF @6 60 FF FF 06 @6 4A
CCB8:FF FF @6 6G FF FF 96 @6 52
CCCO:FF FF 06 66 FF FF 96 68 5A
CCC8:FF FF 06 60 FF 4C 4F 41 73
CCD@:44 26 22 2A 22 2C 38 OD BA
CCD8:66 FF G6 OG FF FF 6G @8 72
CCEG:FF FF 90 00 FF FF 66 @@ 7A
CCE8:FF FF @@ 6G FF FF 66 G6 82
CCFG:FF FF 00 @0 FF FF 80 G0 8A
CCF8:FF FF 00 60 FF FF G6 86 92
CDGG:00 OB FF FF G8 OG FF FF 9B
CDG8:66 OO FF FF G6 O60 FF FF A3
CD1G:69 6G FF FF 69 69 FF FF AB
CD18:66 66 FF FF @@ 43 4C
CD20:3A 3F 3A 3F 22 58 52 4F 2A
CD28:47 52 41 4D 28 4C 45 4E 64
CD36:47 54 48 20 3D 22 33 36 9E
CD56:35 35 33 36 29 GD 66 FF 1B
CD58:66 O@ FF FF @0 OG FF FF F3
CD60:69 6G FF FF 60 60 FF FF FB
CDB8:68 O@ FF FF GO 4F 50 45 77
G-28 COMPUTE APRIL 1993
CDCO:4E 31 35 2C 38 2C 31 35 43
CDC8:2C 22 56 34 22 3A 43 4C 9D
CDDG:4F 53 45 31 35 GD G6 FF 82
CDD8:60 66 FF FF O60 OO FF FF 74
CDEG:66 @G6 FF FF @@ 68 FF FF 7C
CDE8:06 GG FF FF G6 66 FF FF 84
CDFG:66 6@ FF FF 06 G@6 FF FF 8C
CDF8:66 O06 FF FF 00 60 FF FF 94
CEGA:FF FF 06 G8 FF FF 66 66 9D
CE@8:FF FF @6 66 FF 4F 56 45 C8
CE10:4E 31 35 2C 38 2C 31 35 94
CE18:2C 22 55 4A 22 3A 46 4F 79
CE26:52 54 3D 31 54 4F 31 32 2B
CE28:35 36 3A 4E 45 58 54 3A.97
CE30:43 4C 4F 53 45 31 35 OD 68
CE38:60 FF 06 60 FF FF 98 G6 DS
CE4G:FF FF 06 66 FF FF 68 06 DD
CE48:FF FF 06 00 FF FF @@ 66 ES
CES@:FF FF 00 00 FF FF 96 08 ED
CES58:FF FF 008 06 FF 56 45 52 2C
CE66:49 46 59 20 22 2A 22 2C 8B
CE68:38 OD 00 OO FF FF 86 G0 65
CE70:FF FF 00 60 FF FF 06 @6 GE
CE78:FF FF 60 66 FF FF 66 06 16
CE8G:FF FF 00 00 FF FF 00 06 1E
CE88:FF FF 06 00 FF FF 00 06 26
CE9G:FF FF 60 00 FF FF G6 G6 2E
CE98:FF FF 00 66 FF FF 66 G8 36
CEAG:FF FF 66 00 FF FF 00 06 3E
CEA8:FF FF 06 00 FF FF 52 55 40
CEBO:4E 26 26 41 53 43 49 49 19
CEB8:4C 49 53 54 26 53 43 52 A5
CEC@:45 4E 48 41 52 44 26 44 D9
CEC8:49 52 26 20 42 4C 41 4E B9
CED@:4B 45 52 52 4F 52 4B 45 7A
CED8:57 28 20 55 4E 4E 45 57 11
CEE@:55 4B 44 45 4C 42 59 54 @C
CEE8:45 53 49 4E 49 54 26 56 3E
CEF@:41 4C 49 44 52 45 53 45 43
CEF8:54 56 45 52 46 59 6G @@ BB
Richard Penn, the author of Xlogic (Sep-
tember 1992), lives in Montreal, Que-
bec, Canada. a
BAFFLES
By Michael Gresham
Baffles is a one-player game of strategy
in which you must find ten diagonal mir-
rors, Called baffles. These baffles are hid-
den randomly under a 10x 10 grid. This
game for the 64 is both interesting and
challenging.
Baffles is written entirely in BASIC, To
help avoid typing errors, use The Auto-
matic Proofreader to enter the program.
See "Typing Aids” elsewhere in this sec-
tion. Be sure to save a copy of the pro-
gram before exiting Proofreader. Note
that line 910 fills two complete screen
lines. Your cursor will drop down to a
third line after you enter it. Be sure to cur-
sor back up to line 910 and then press Re-
turn. To avoid any problems when enter-
ing this line, you may want to use a ques-
tion mark (?) as a shorthand symbol for
the PRINT statement.
Using the Program
When the game begins, the 10 x 10
grid appears with 40 numbered lasers
surrounding the perimeter, facing into
the grid. You have three choices at
this point: fire a laser, look for a baffle,
or quit the game. Press F to fire one of
the lasers, press L to guess the loca-
tion of a baffle, or press Q if you de-
cide that you want to end the game
and reveal any hidden baffles.
Firing a Laser
Activate a laser by typing its number.
Only a one- or two-digit number from 1-
40 will be accepted. Use the Del key to
make corrections. Press Return without
typing in anything to cancel the option.
When a laser beam is fired, it travels
unseen in a straight line until it hits a baf-
fle or reaches one of the edges of the
grid, If the beam hits a baffle, it is de-
flected 90 degrees and continues trav-
eling until it hits any other baffle or
leaves the grid. The new direction of a
deflected beam is chosen by the posi-
tion of the mirror. For example, if a
beam is traveling down the grid and it
hits a baffle that looks like the slash sym-
bol (/), then the beam will be deflected
to the left. If that beam were traveling
up the grid toward the same baffle, the
beam would be deflected to the right.
The laser that is activated is colored
green. When the beam exits the grid,
the laser that it strikes is colored red.
By using the results of one or more la-
ser beams as information, you should
be able to determine the location of a
baffle.
As another example, if a beam is
fired down from laser 1 in the top left
corner and there are no baffles, then
the beam should exit at laser 30 on the
opposite side of the playing grid. If it ex-
its to the left at laser 35, for example,
there could be a baffle at the intersec-
tion of those two lasers (column A, row
E). Of course, the beam might have
been deflected any number of times. If
no baffle is found, try firing a second la-
ser, such as laser 30 or laser 16. With
practice, it becomes easier to read the
laser results as a series of deflections
and misses.
Looking for Baffles
When you think that you know where a
baffle is located, press L to look for a
baffle. You will be asked to type in two
letters, representing the column and
row of your guess. The column letters
(from A to J) are highlighted in red,
and the row letters (also from A to J)
are yellow. Each letter is accepted as
soon as it is typed in. If you make a mis-
take, you can cancel the option by
pressing Return before entering the
row letter.
If your guess is correct, a baffle will
be revealed as a yellow diagonal. An
empty location is represented as a red
asterisk. The game ends when all ten
baffles are located.
Keeping Score
The score is kept just below the play-
ing grid, although keeping score isn't
necessary. For those people who
want to see how good they are or how
much they've improved, the object is to
find all of the baffles while accumulat-
ing the lowest possible score. Each ac-
tivated laser adds one point to the
score, and each guess adds two
points. No points are added if you
guess a location that has already
been revealed.
Theoretically, the lowest possible
score is 20, but that would be difficult
to achieve. To get a score that low,
you'd have to find all ten baffles in ex-
actly ten guesses. Someone who has
practiced often (and is very lucky) may
receive a score of 30 to 40. An aver-
age score would probably be from 40
to 60 points.
Helpful Hints
Although it happens very rarely, it is
possible that some baffles may appear
hidden, even when hit by lasers. This sit-
uation can cause your score to in-
crease dramatically while you're at-
tempting to find the last baffles. While
| don't know how many different ways
there are to hide baffles, | can offer a
few hints. The starting and ending
points of a laser beam can be inter-
changed. This means that if the beam
from laser 1 exits at laser 4, then a
beam from laser 4 must exit at laser 1.
There are actually only 20 laser combi-
nations in any game. By writing down
these results (in the form 1 : 4 or 1-4),
you can avoid finding the same laser
beam path twice and keep your score
low.
Even though the path of a laser may
seem obvious after one or more baffles
have been revealed, the laser beam
could have been deflected by even
more baffles. Usually, these baffles
will reveal themselves after other lasers
have been used.
A helpful side effect of writing this
program in BASIC is that the laser
beam travels considerably slower than
the speed of light. If the path of a laser
beam is very long because of deflec-
tions, the beam will take some time to
reach the second laser. Watch for baf-
fles in the path of these lasers.
If all else fails, a good rule is to as-
sume that the missing baffles are on
the same column or row as one of the
other baffles. Use these locations one
at a time as guesses until the baffles
are found. This method should not be
used unless all possible laser combina-
tions have been fired, since it will in-
crease your score even faster.
BAFFLES
PK 5 REM COPYRIGHT 1993 - COMP
UTE PUBLICATIONS INTL LTD
~ ALL RIGHTS RESERVED
POKE 53281,0:POKE 53286,
6
GOSUB 1339
PRINT" {CLR}";:FOR I=1 TO
16:FOR J=1 TO 16:B(I,J)
=G:NEXT J,I
ND(-TI):FOR BA=1 TO 1
:B=2:IF RND(1)<.5 THEN
{SPACE }B=3
I=INT (RND(1)*1@)+1:J=INT
(RND(1)*1@)+1:IF B(I,J)<
>@ THEN 56
B(I,J)=B:NEXT BA
GOSUB 1110:BA=6:SC=0
C¥=21:CX=15:GOSUB 249:PR
INT "{WHT}SCORE: 9"
96 CY=22:CX=G:GOSUB 240
166 PRINT "{GRN}"TAB(18)"
{RVS}F{OFF} - FIRE LASE
R":PRINT TAB(16)"{RVS}L
{OFF} - LOOK FOR BAFFLE
1
CE 16
26
36
Qu
HP
CH 49
RH 58
6G
76
8G
110 PRINT TAB(16)"{RVS}Q
{OFF} - QUIT GAME";
POKE 198,0:WAIT 198,1:G
ET AS
GS=- (AS="F") ~2* (AS="L")
-3* (AS="Q") :0N GS GOSUB
286,828,1380
GOSUB 1870:IF GS=3 THEN
CY=23:CX=G:GOSUB 246:G
126
DI 136
HE 146
sD
Gx
156
160
176
189
196
266
216
226
236
246
256
260
278
286
298
388
3198
328
336
346
358
366
376
380
396
460
416
426
436
449
459
466
470
486
oTO 170
IF BA<1@ THEN GOTO 96
CY=22:CX=4:GOSUB24G: PRI
NT "{YEL}YOU'VE FOUND A
LL OF THE BAFFLES!"
PRINTTAB (12) " {WHT} PLAY
{SPACE}AGAIN? [{GRN}Y/N
{WHT}]":POKE 198,0
WAIT 198,1:GET AS:IF A$
="Y" THEN 39
IF AS<>"N" THEN 186
POKE SD+24,@:END
REM
REM ***** POSITION CURS
OR kkk
REM
POKE 781,CY:POKE 782,CX
:POKE 783,0:SYS65520:RE
TURN
REM
REM ***** FIRE LASER **
kK
REM
GOSUB197@:CY=22:CX=12:G
OSUB24G:PRINT"LASER TO
{SPACE}FIRE: ";
LS="":C=6
PRINT "{RVS} {OFF}
{LEFT}";
POKE198,@:WAIT 198,1:GE
T AS:IF AS=CHRS$(13) THE
N PRINT " ":GOTO 359
IF AS=CHR$(2@) AND C>G
{SPACE}THEN PRINT A$;:C
=C-1:LS=LEFTS(L$,C) :GOT
oO 310
IF AS<"G" OR AS>"9" OR
{SPACE}C=2 THEN 316
PRINT A$; :LS=L$+A$:C=C+
1:GOTO 309
IF L$="" THEN RETURN
L=VAL(LS):IF L<l OR L>4
@ THEN 286
SC=SC+1:IF (L>1@ AND L<
21) OR L>3@ THEN 410
AA=L-1:IF L>26 THEN AA=
36-L
XL=15+AA:YL=3:1IF L>26 T
HEN YL=16
P=55296+XL+4G*YL:FOR I=
6 TO 86 STEP49:POKE P+I
,5:NEXT:GOTO 446
AA=L-11:IF L>2@ THEN AA
=4G6-L
YL=6+AA:XL=25:1F L>20 T
HEN XL=12
P=55296+XL+40*YL:FOR I=
@ TO 2:POKE P+I,5:NEXT
DY=(L<31 AND L>26)-(L<1
1)
DX=(L<21 AND L>16)-(L>3
@)
X=1:Y=41-L:1F L<31 THEN
X=31-L: Y=10
IF L<21 THEN X=16:Y=L-1
@
IF L<ll THEN X=L:Y=1
APRIL 1993 COMPUTE G-29
PROGRAMS
RP
CF
PR
MK
EA
RB
AF
SP
BM
490
566
5146
520
530
540
558
560
570
588
590
0)
616
626
638
640
659
666
676
686
698
766
716
726
736
748
756
766
770
786
G-30
FR=2000+L*108:POKE SD+4
165
FQ=FR+PEEK (SD+27) /2:HF=
INT (FQ/256) :LF=FQAND255
:POKE SD,LF:POKE SD+1,Hi
F
B=ABS (B(Y,X)):1F B<2 TH
EN 556
IF DX=@ THEN 546
DY=1+2*((DX=1 AND B=3
{SPACE}OR (DX=-1 AND B=
2)):DX=@:GOTO 554
DX=1+2* ((DY=1 AND B=3)
{SPACE}OR (DY=-1 AND B=
2)) :DY=0
X=X+DX:Y=Y+DY:IF X<11 A
ND X>@ AND Y<1l AND Y>@
THEN 500
POKE SD+4,64:IF Y= THE
N B=X
IF X=1l THEN E=Y+10
IF Y=1l THEN E=31-x
IF X=@ THEN E=41-¥
IF (E>1@ AND E<21) OR E
>36 THEN 640
AA=E-1:IF E>2@ THEN AA=
30-E
XE=15+AA:YE=3:1F E>26 T
HEN YE=16
P=55296+XE+4G*YE:FOR I=
6 TO 80 STEP40:POKE P+I
,2:NEXT:GOTO 676
AA=E-11:IF E>20 THEN AA
=40-E
YE=6+AA:XE=25:1F E>20 T
HEN XE=12
P=55296+XE+4@*YE:FOR I=
@ TO 2:POKE P+I,2:NEXT
FR=2000+E*106:HF=INT (FR
/256) : LF=FRAND255: POKES
D, LF: POKESD+1,HF
POKE SD+4,65:FOR T=1 TO
260:NEXT:POKE SD+4,64
PRINT TAB(11)"{RED)EXIT
AT LASER #";E
Cy=21:CX=21:GOSUB246:PR
INT" {WHT}"SC"{2 DOWN}"
PRINT TAB(8)"{BLU}PRESS
{RVS}SPACE{OFF} TO CON
TINUE";
POKE 198,0:WAIT 198,1:G
ET AS:IF AS<>" " THEN 7
26
C=6~-8* ( (L/2) =INT (L/2) ) =
P=55296+XL+40*YL:IF YL>
3 AND YL<16 THEN 759
FOR I=G6 TO 80 STEP 40:P
OKE P+I,C:NEXT:GOTO 760
FOR I=0 TO 2:POKE P+I,C
:NEXT
C=6-8* ((E/2)=INT(E/2)):
P=55296+XE+40*YE:IF YE>
3 AND YE<16 THEN 780
FOR I=6 TO 80 STEP 40:P
OKE P+I,C:NEXT: RETURN
FOR I=G TO 2:POKE P+I,C
:NEXT: RETURN
COMPUTE APRIL 1993
GP
KE
EM
CM
BQ
SQ
GD
796
809
810
826
836
846
856
860
876
886
896
906
916
920
939
946
956
966
976
986
996
1688
1616
1626
1936
1646
1656
1066
16796
REM
REM ***** LOOK FOR A BA
FFLE *****
REM
GOSUB1976:CY=22:CX=10:G
OSUB24G:PRINT "{RED}BAF
FLE X LOCATION:
POKE 198,0:WAIT198,1:GE
T A$:IF AS=CHR$(13) THE
N RETURN
IF AS<"A" OR AS>"J" THE
N 830
X=ASC (A$) -64:PRINT AS
PRINTTAB (16) "{YEL}BAFFL
E Y LOCATION:
POKE198,@:WAIT 198,1:GE
T AS:IF AS=CHR$(13) THE
N RETURN
IF AS<"A" OR AS>"J" THE
N 876
Y¥=75-ASC (A$) :PRINT AS
B=B(Y,X):IF B>=@ THEN 9
26
PRINT" {WHT}{RVS}THAT L
OCATION HAS ALREADY BEE
N CALLED {OFF}";:POKE198
,@:WAIT198,1:RETURN
SC=SC+2:C¥=21:CX=21:GO0S
UB24G:PRINT"{WHT}"SC"
{2 DOWN}"
IF B>O THEN 998
PRINT TAB(16)"{RED}
{RVS}THAT IS NOT A BAFF
LE{OFF}";:B(¥,X)=-1
CY=Y¥+5:CX=X+14:GOSUB246
: PRINT" {RED} {OFF}*";
FR=1060:FORBZ=6 TO 10:F
R=2500-FR:HF=INT (FR/256
) :LF=FRAND255
POKE SD,LF:POKE SD+1,HF
:POKESD+4,65:FOR T=1 TO
5:NEXT:POKE SD+4,64:NE
XT BZ
POKE198,0:WAIT198,1:RET
URN
PRINT TAB(8)"{YEL}{RVS}
YOU HAVE FOUND A BAFFLE
!{OFF}";:B(Y,X)=-B:BA=B
A+1
CY=Y¥+5:CX=X+14:GOSUB24
O:AS="M":IF B=3 THEN A
S="N"
PRINT" {YEL}"AS; :FR=100
GG:FOR BL=6 TO 16:FR=2
16060-FPR:HF=INT (FR/256)
?LF=FRAND255
POKESD, LF: POKESD+1,HF:
POKESD+4,65:FORT=1 TO
{SPACE}26:NEXT: POKESD+
4,64:NEXT BL
POKE198,@:WAIT198,1:RE
TURN
REM >
REM ***** CLEAR SCREEN
BOTTOM *****
REM
CX=6:FOR CY=22T024:GOS
Wy
i
XJ
JE
KJ
FS
PJ
HS
xc
PP
MX
Qs
PG
QM
HD
AE
GX
AA
GP
KG
BH
1686
1696
1169
1119
1126
1136
1146
1150
1166
1176
11890
1196
1260
12106
1226
1236
1249
1256
1266
UB240:SYS59903:NEXT CY
: RETURN
REM
REM ***** DRAW GAME SC
REEN *#*#%
REM
PRINT TAB(16)"{YEL}BAF
FLES {DOWN}"
PRINTTAB (15) "{RED}ABCD
EFGHIJ"
PRINT TAB(12)"{7}{RVS}
£{BLU}{2 SPACES}8{7}6
TBLU}G{7}G{BLU}O{7}G
{BLU} 6{7}6{BLU}0{7}1
{2 SPACES}{*}"
PRINT TAB(12)"{7}{RVS}
{2 SPACES}{BLU} 1{7}2
{BLU}3{7}4 {BLU}5¢7}6
{BLU}7¢738{BLU}9{736
{2 SPACES}{BLU} "
PRINT TAB(12)"{7}{RVS}
{2 SPACES} {OFF} £{BLU}
=$7}={BLU}-¢7}-{BLU}-
{7}-TBLU}-€7}-TBLU}~
£7}-{*} {RVS} {BLU}
{2 SPACES}"
PRINT TAB(11)"{YEL}J
{7P{RVS}4G{OFF] *+++4+4++
++++{BLU}*{RVS}11{YEL}
{OFF}J"
PRINT TAB(11)"{YEL}I
{BLU} {RVS}39 {OFF} *{7}+
++++++4++*(RVS}12TYEL}
{OFF}I"
PRINT TAB(11)"{YEL}H
{7} {RVS}38 {OFF} *+4+4+++
++++{BLU}*{RVS}13{YEL}
{OFF}H"
PRINT TAB(11)"{YEL}G
{BLU} {RVS}37{OFF}*{7}+
++++++4+++*{RVS}14TYEL}
{OFF}G"
PRINT TAB(11)"{YEL}F
{7}{RVS}36 {OFF} *+++++4+
++++{BLU}*{RVS}15{YEL}
{OFF}EF"
PRINT TAB(11)"{YEL}E
{BLU} {RVS}35{OFF}*{7}+
+++++++++*{RVS}16TYEL}
{OFF}E"
PRINT TAB(11)"{YEL}D
£7}{RVS}34 {OFF} *++++++
++++{BLU}*{RVS}17{YEL}
{OFF}D"
PRINT TAB(11)"{YEL}C
{BLU} {RVS}33{OFF}*{7}+
+++++++++*{RVS}18(YEL}
{OFF}c"
PRINT TAB(11)"{YEL}B
{7} (RVS}32{OFF}*+++4+++
++++{BLU}*{RVS}19{YEL}
{OFF}B"
PRINT TAB(11)"{YEL}A
{BLU} {RVS}31{OFF}*{7}+
+++++++++*{RVS} 201 YEL}
{OFF}A"
PRINT TAB(12)"{BLU}
{RVS}{2 SPACES} {7}{*}
{OFF}~{BLU}-{7}-{BLU}~
£7}~{BLU}~{7}-{BLU}~
£7}=(BLU}={7}{RVS}£
{2 SPACES}"
PRINT TAB(12)"{BLU}
{RVS} ¢{7}{2 SPACES}3
{BLU}2{7}2{BLU}2¢7}2
{BLU}2¢7}2{BLU}2¢7}2
{BLU}2 {7}{2 SPACES}"
PRINT TAB(12)"{7}¢*}
{RVS}{2 SPACES}G{BLU}9
£7}8{BLU}7{7}6{BLU}5
£734 {BLU}3{7}2{BLU}1
{2 SPACES}{7}{OFF}£"
PRINTTAB (15) "{RED}ABCD
EFGHIJ": RETURN
REM
REM ***** SOUND SETUP
{SPACE} *****
REM
SD=54272:FOR L=0T024:P
OKESD+L,@:NEXT: POKESD+
3,8:POKESD+5,41:POKESD
+6,89
SA 1276
HX 1280
RX 1296
CE 1300
JA 1316
EG 1320
XR 1330
FF 1346 POKE SD+14,117:POKE SD
+18,16:POKE SD+24,143:
RETURN
DJ 1356 REM
XM 1366 REM ***** REVEAL BAFFL
ES kk
FM 1376 REM _
SX 1386 CY=6:CX=15:GOSUB240:PR
INT" {YEL}";
CH 1390 FOR I=1 TO 10:PRINT TA
B(15);
HR 1400 FOR J=1 TO 16:B=B(I,J)
:IE B<=6 THEN PRINT "
{RIGHT}";:GOTO 1436
IF B=2 THEN PRINT "M";
:GOTO 1430
IF B=3 THEN PRINT "N";
NEXT J:PRINT:NEXT I:RE
TURN
DP 1416
RP 1420
Qc 1436
Michael Gresham, 21, has been pro-
gramming the 64 in BASIC and ma-
chine language for eight years but
says he still has a lot to learn. He lives
in Dunnsville, Virginia.
LARGE NUMBER
CALCULATOR
By Bruce M. Bowden
Calculate exact solutions for large fac-
torial and power problems to as many as
5964 digits with this remarkable large
number calculator for the 64. You can al-
so send the results to your printer.
When a number is multiplied by itself
N times, it's said to be raised to the pow-
er of N—1. For example, 2 raised to the
power of 3 is 2 multiplied by 2 multiplied
by 2. Note that the base (2 in this case)
is written N times but actually multiplied
by itself N-1 times.
The factorial of any positive integer
number, X, is that number multiplied by
1 less than itself, multiplied by 2 less
than itself, and so on down until multiplied
by 1. Here's an algebraic way of writing
this formula.
X! = X(X-1)(X-2)(X-3) . . . (4)(3)(2)(1)
An exclamation mark is used to indicate
that a factorial operation is taking place.
As a practical illustration, one may write
out 5! (read 5-factorial) as 5 times 4
times 3 times 2 times 1, or 120.
A special case is 0!, which is assigned
a value of 1. Factorials are also defined,
in higher mathematics, for fractional, neg-
ative, and complex numbers, but with
this program we're sticking to the more
common case of positive integers.
Large Number Calculator will give you
exact solutions to power and factorial
problems, separately or combined, to as
many as 5984 digits. After the solution is
found, various options are available for dis-
playing, printing, or chain multiplying it to
arrive at new solutions.
Typing It In
Large Number Calculator is written en-
tirely in BASIC. To help avoid typing er-
rors, enter it with The Automatic Proof-
reader. See “Typing Aids" elsewhere in
this section. When you've finished,
save the program before running it.
Getting Started
Run Large Number Calculator and
then press any key for a quick pro-
gram description. Press another key,
and you'll have two options to solve for
X to the power of Y or solve for X-fac-
torial. X and Y are integer values
which you provide the program.
As a demonstration, press f1. You're
prompted for the number which is to
be raised to a power. Let's say that we
want to know what 17 to the 21st pow-
er is. Enter 17 and press Return. Now
you're prompted for the power. Enter
21 and press Return, You're advised
that the solution has 26 digits. In a mo-
ment, the solution will appear in
blocks of six digits which are read
from left to right and from the top
down. There are often leading Os, and
these can be ignored. You should see
the following.
000000 000069 091933 913008
732880 827217
Now press any key to get to the op-
tions screen. The following options are
available:
f1 ** Review the solution
f3 ** Multiply the result by a number
f5 ** Multiply the result by a factorial
f7 ** Multiply by an exponential
f2 ** Start over
f4 ** Send solution to printer
{6 ** End
To continue our demonstration,
press f2 (Shift-f1) to start over. Now
we're back to the original two options.
Let's calculate 93! (93-factorial). Press
f3. Now enter 93 at the prompt. You're
advised that 93! has 145 digits. After
about one and a half minutes, the fol-
lowing solution is displayed.
000001 156772 507081 641574
759205 162306 240436 214753
229576 413535 186142 281213
246807 121467 315215 203289
516844 845303 838996 289387
078090 752000 000000 000000
000000
Press any key for the option screen.
Suppose you want to multiply this so-
lution by 17 to the 21st power. To do
so, press f7. Again, enter 17 and 27 at
the prompts as you did the first time. Af-
ter less than half a minute, the new so-
lution is shown:
000000 000079 923649 611670
206135 264796 971537 140352
563408 351224 973345 747405
439544 378291 335514 104653
718355 692345 124600 883020
375497 054614 028846 092611
076902 757597 184000 000000
000000 000000
This number is 170 digits long. Press
any key to return to the option screen.
Now, try multiplying the result by
201-factorial. Press f5, then enter 207
at the prompt. There will be a wait of
about 16% minutes before the new so-
APRIL 1993 COMPUTE G-31
PROGRAMS
lution is arrived at and displayed. |
won't list them all here, but the answer
contains 548 digits. Since it fills more
than one screen, you'll see the mes-
sage NOT FINISHED YET below the
number. At this message press any
key to see a continuation of the digits.
To quit the program cleanly, merely
press the f6 (Shift-f5) key.
LARGE NUMBER CALCULATOR
MS 10 REM COPYRIGHT 1993 - COM
SP
FG
sD
KQ
JP
EG
HB
XX
PE
DF
cx
KX
BM
KC
QB
EG
RA
cc
G-32
26
36
49
56
6G
119
126
136
146
158
168
178
186
1996
PUTE PUBLICATIONS INTL L
TD - ALL RIGHTS RESERVED
PRINT"{CLR}{3 DOWN} {N}":
POKE 53280,6:POKE 53281,
6
PRINT" {YEL}":MS$="LARGE
{SPACE}NUMBER CALCULATOR
":GOSUB 5909
PRINT" {CYN}":MSS="BY BRU
CE M. BOWDEN":GOSUB5006:
PRINT"{2 DOWN} {WHT}"
MSS$="COPYRIGHT, 1993":GO
SUB5000:MSS="COMPUTE PUB
LICATIONS INTL LTD":GOSU
B5000
MS$="ALL RIGHTS RESERVED
":GOSUB 5000:GOSUB6000
PRINT" {CLR}{4 DOWN}
{WHT} THIS PROGRAM WILL
GIVE EXACT SOLUTIONS"
PRINT"{2 SPACES}FOR POW
ER (X7¥) AND FACTORIAL
{SPACE} (xX!)"
PRINTTAB (14) "PROBLEMS."
:PRINT"{2 DOWN}
{2 SPACES}IF THE PROBLE
M IS OF THE FORM XTY¥, X
"
PRINT"{4 SPACES}AND Y M
UST BE POSITIVE INTEGER
s,"
PRINT"{5 SPACES}AS MUST
X WHEN CALCULATING X!"
: PRINTTAB (13) "(X-FACTOR
IAL) .{2 DOWN}"
PRINTTAB(5) "YOUR SOLUTI
ONS ARE LIMITED TO":PRI
NTTAB(14)"5964 DIGITS."
GOSUB 6000
PRINT" {CLR}{6 DOWN}":MS
$="CHOOSE A SUITABLE FU
NCTION: ":GOSUB5600
DIMM (168) :M (1600) =1:M(
* 4)=1006
2098
216
226
238
DEFFNL (X) =LOG (X) /LOG (16
)
PRINT"{3 DOWN}":PRINT"F
1 ** SOLVING FOR X TO T
HE POWER OF ¥{2 DOWN}"
PRINT"F3 ** SOLVING FOR
X FACTORIAL"
GETAS: IFAS=""OR(AS<>"
{F1L}"ANDAS<>"{F3}") THEN
COMPUTE APRIL 1993
RG
cD
XM
JP
MB
246
250
260
276
280
290
309
310
320
330
346
356
369
3768
386
396
400
419
426
436
44g
456
466
476
486
496
560
516
526
536
236
PRINT" {CLR}{2 DOWN}":ON
ASC (A$) -132GOT025G,720
PRINT"ENTER THE NUMBER
{SPACE}WHICH IS BEING R
AISED{2 SPACES}TO A POW
ER:{2 DOWN}"
PRINTTAB (1G) ; : INPUTX
IFX>=@THEN300
PRINTX;"IS A NUMBER LES
S THAN ZERO,":PRINT"WHI
CH IS NOT ALLOWED. TRY
{SPACE}AGAIN." rs
GOTO266
IFLEN (STRS (INT (X))) >4TH
ENPRINT" {DOWN}
{4 SPACES}TOO MANY DIGI
TS! TRY AGAIN. {DOWN}":G
OTO268
GOSUB320:GOTO336
M(2)=INT (X) :RETURN
PRINTTAB(8)"{2 DOWN}NOW
ENTER THE POWER:
{2 DOWN}"
PRINTTAB(1@);:INPUT Y
IFY>=QTHEN38G
PRINTY;"IS A NUMBER LES
S THAN ZERO, WHICH IS N
OT ALLOWED. TRY AGAIN."
GOTO346
IFX<>GTHEN4G6
PRINT"{2 DOWN}
{4 SPACES}ZERO TO ANY P
OWER IS STILL ZERO":GOS
UB 6866:GOTO846
IFY<>GTHEN4 26
PRINT" {2 DOWN} ANYTHING
TO THE POWER OF ZERO I
S ONE.":GOSUB 6849:GOTO
840
IFLEN (STRS (INT (Y¥)))>7TH
ENPRINT"TOO MANY DIGITS
! TRY AGAIN.":GOTO34G
M(3) =¥:A=5964:IFEG=1THE
N676
B=INT (FNL (M(2) ) *M(3) +1)
IFQS<>""THEN47@
QS=STRS$(X)+" TO THE POW
ER OF"+STR$(Y) : PRINT"
{2 DOWN}";QS$;" HAS";B;"
DIGITS."
IFB>ATHEN738
PRINTTAB(7)"{2 DOWN}STA
NDBY FOR COMPUTATION...
"
M(@) =INT (FNL (999) /FNL (M
(2))) =M(5)=M(2) 2M(2)=IN
T(M(2) 7M(G)+.5)
M(1)=M(3)/M(@) :M(3) =INT
(M(1))
M(5)=INT (M(5) 7 (INT ((M(1
)-INT (M(1))) *M(@)+.5)) +
+5) TEM (3) =OTHEN626
M(1)=0
M(B) =(M(2) *M(M(4)) #M(1)
) INT (1E6+.5) :M(1) =INT (
M(@))
QM
SR
EP
546
556
566
576
586
596
608
616
620
639
640
656
668
678
680
696
706
716
726
736
746
758
766
776
786
796
806
810
826
825
836
M(M(4)) =INT (INT (1E6+.5)
*(M(@)-INT (M(G@)))+.5
M(4)=M(4)-1:TEM(M(4)) <>
OTHEN530
M(4)=M(4)+1:1EM(M(4)) <>
OTHEN58@
M(4)=M(4) -1:GOT0530
M(4)=M(4) -1: IFEG=GTHENG6
ao
M(2)=M(2)+1
M(M(4))=M(1) =M(3) =M(3) -
1:1EM (3) =@THEN629
M(4)=1006:M(1) =9:GOTO53
8
M(@)=M(4) : IFF1L=1THEN756
F1=1:A=M(5) :GOTO668
PRINTTAB (16) ; : INPUTY: Y=
INT (ABS (Y) ) :X=1:GOSUB32
6:FG=1:F1=1:GOT0426
M(4)=M(@) :GOTO75G
M(2)=A:M(3)=1:B=INT (A/F
NL (M(2)+.1)) :GOTO610
B=INT (FNL (M(3)) *M(3) ~FN
L(EXP(1))*M(3) +PNL (2*]*
M(3))/2) 41
IFQS<>""THEN7@9
QS=STRS (M(3))+" FACTORI
AL":PRINT"{2 DOWN}";QS;
" HAS";B;"DIGITS."
IFB>ATHEN73@
PRINTTAB(7)"{2 DOWN}STA
NDBY FOR COMPUTATION...
":GOTO530
C=2:PRINT"ENTER THE NUM
BER FOR WHICH YOU NEED
{SPACE}A{3 SPACES}FACTO
RIAL: {4 DOWN}":GOTO649
PRINT" {2 DOWN}
{4 SPACES}SORRY, THIS R
ESULT IS TOO LARGE!"
PRINT"{2 DOWN}YOU ARE O
NLY ALLOWED 5964 DIGITS
TOTAL.":GOSUB 6066:GOT
0840
PRINT" {CLR}{2 DOWN}";Q$
7" IS EQUAL TO:"
PRINT" {2 DOWN}":X=1
NS=MIDS$ (STRS$ (M(M(4) )
, LEN (STRS$ (M(M(4)))))
M(M(4)) =@THENNS=""
M(4)=M(4) +1: I1FLEN (NS) =6
THENPRINTNS, :X=X+1:GOTO
800
FORZ=1T06-LEN (N$) : PRINT
"9"; :NEXT: PRINTNS , 2 X=X+
1
IFM (4) =10061THEN830
IFX<>41THEN776
PRINT: PRINTTAB(16)"
{2 DOWN} (NOT FINISHED Y
ET)":GOSUB 6606
PRINT" {CLR} {DOWN}":MSS=
"CONTINUING...":GOSUB58
0:GOTO76G
PRINT: PRINT" {DOWN}":MS$
="--- END OF SOLUTION -
":GOSUB 5600:GOSUB6G0
),2
tIF
cQ
QP
Cx
BJ
JD
FE
ED
SE
KR
cx
DC
Js
EQ
AK
HK
PM
JG
MG
MX
RS
QP
846
856
860
876
886
896
966
916
920
930
946
956
966
978
986
996
1606
16196
1626
1636
1646
1656
16698
1676
1686
1696
50068
5619
(7
PRINT" {CLR}{4 DOWN}":MS
$="CHOOSE A SUITABLE FU
NCTION KEY:":GOSUB5G09
PRINT"{2 DOWN}F1l ** REV
IEW THE SOLUTION"
PRINT" {DOWN}F3 ** MULTI
PLY THE RESULT BY A NUM
BER"
PRINT" {DOWN}F5 ** MULTI
PLY THE RESULT BY A FAC
TORIAL"
PRINT"F7 ** MULTIPLY BY
AN EXPONENTIAL"
PRINT" {DOWN}F2 ** START
OVER": PRINT" {DOWNJF4 *
* SEND SOLUTION TO PRIN
TER"
PRINT" {DOWN}F6 ** END"
M(4)=1600:GETAS:IFAS=""
THEN91@
TSASC (A$) -132: 1FT<1ORT>
7THENS16
PRINT" {CLR}{2 DOWN}":ON
T GOTO 650,940,940,946
1980,996,95G
QS$="THE FINAL SOLUTION"
ON T-1 GOTO 979,720,96
6
STOP
FG=6:F1=0:GOTO250
INPUT"WHAT IS THE NUMBE
R";A:GOTO66G
RUN 180
PRINT" {CLR}{2 DOWN}
{RVS} OUTPUTTING THE SO
LUTION TO A PRINTER
{3 SPACES} {OFF}"
PRINT" {2 DOWN}BE SURE
{SPACE}THAT THE PRINTE
R IS SWITCHED ON AND I
S DEVICE NUMBER 4."
GOSUB 6000:M(4)=M(@
OPEN3,4,7:PRINT#3,CHRS
(14)Q$;" IS EQUAL TO:"
CHRS$ (15) : PRINT#3:PRINT
#3:2X=1
NS=MID$ (STRS (M(M(4))),
2,LEN(STRS(M(M(4))))):
IFM(M(4)) =@THENNS=""
M(4)=M(4) +1: ITELEN (NS) =
6THENPRINT#3,N$,:X=X+1
:GOTO1066
FORZ=1T06~LEN (NS) : PRIN
T#3,"0";:NEXT: PRINT#3,
NS,:X=X4+1
IFM (4) =10G1THEN1O8@
GOTO1930
PRINT#3:PRINT#3:PRINT#
3,"{6 SPACES}-~-~- END 0
F SOLUTION ~--"
FORT=1T05:PRINT#3:NEXT
:CLOSE3:GOTO840
REM MESSAGE CENTERING
{SPACE} ROUTINE
FOR MX=1 TO 2G-LEN (MSS
) /2: PRINTCHRS (32) ; :NEX
T: PRINTMS$: RETURN
HP 6060 PRINT" {HOME}{21 DOWN}
{YEL}"
ER 6016 MSS="PRESS ANY KEY TO
{SPACE} CONTINUE": GOSUB
5000
BD 6026 GET AS:IF AS="" THEN 6
626
CC 6636 PRINT" {WHT}":RETURN
Bruce M. Bowden, a programmer at
COMPUTE, claims he wrote Large Num-
ber Calculator to help him manage his
personal finances.
FILE INDEX 128
By Donald Klich
Have you ever tried to locate a file or pro-
gram but couldn't remember which disk
it was on? Have you ever wanted to mod-
ify a program and its backups but
couldn't remember how many copies you
had on how many disks? File Index 128
can help you.
File Index 128 is a utility for the 128
that lets you print an alphabetically ar-
ranged report of the files and programs
on one or more disks. This report can be
placed in a binder to help you organize
your disk collection and keep track of
files and programs.
File Index 128 is written entirely in BA-
SIC 7.0. To help avoid typing errors, en-
ter the program with The Automatic Proof-
reader. See “Typing Aids” elsewhere in
this section. Be sure to save a copy of the
program before you exit Proofreader.
A Master List
When you run File Index 128 and pre-
pare to print a directory, you have the
option of including sequential files, pro-
grams, user files, and relative files.
Just press Y or N at the individual
prompts. You then have the option of in-
cluding a conventional directory listing
that lists block size and file type. You
are then prompted to insert a disk and
press any key to start the sorting proc-
ess. Make sure that your printer is on.
File Index 128 lets you sort numer-
ous disks in order to prepare a master
listing of your files and programs. After
the first disk has been processed, you
then have the option of entering anoth-
er disk. File Index 128 can handle up
to 2000 files. (If you wish to enlarge
this capability, simply change the DIM
statements in line 30.)
When you've entered all the disks
that you wish to list, make sure your
printer is set at the top of the form. If
you requested conventional directo-
ries, these will print first, beginning
with disk name and ID. Then, File In-
dex 128 will print a master list in alpha-
betical order, with the file type, disk
name, and ID following each filename.
In the future, whenever you want to
find a certain program, simply check
the master list. If you have copies of
the program on several disks, they will
be grouped together followed by the
names of each disk for easy location.
FILE INDEX 128
MS 10 REM COPYRIGHT 1993 ~ COM
PUTE PUBLICATIONS INTL L
TD - ALL RIGHTS RESERVED
REM PROGRAM TO READ DIRE
CTORIES AND PRINT THEM A
LPHABET ICALLY.
DIM AS$(200G) ,BS (2008) ,CS
(2608) ,DS (266) :COLOR4,1
:COLORG,1:COLORS, 4:GRAPH
1C@,1
PRINT"{5 DOWN}DO YOU WIS
H TO INCLUDE:":PRINTSPC (
10) ;"{YEL}SEQ{CYN}JENTIAL
FILES? Y/N":GOSUB376:1F
YS="Y"THENSS=1:ELSEIFYS<
>"N"THEN4O
PRINTSPC (16) ;"{YEL}PR
{CYN}O{YEL}G{CYN}RAM FIL
ES? Y/N":GOSUB370:IFYS="
Y"THENPP=1:ELSEIFYS$<>"N"
THENSO
PRINTSPC(19) ;"{YEL}US
{CYN}E{YEL}R{CYN} FILES?
¥/N":GOSUB37@:IFYS="Y"T
HENUU=1:ELSEIFYS$<>"N"THE
N66
PRINTSPC (1G) ;"{YEL}REL
{CYN}ATIVE FILES? Y/N":G
OSUB370: IFYS="Y"THENRR=1
: ELSEIFY$<>"N"THEN7@
V=3:PRINT"{DOWN}PRINT TH
E DIRECTORIES? Y/N":GOSU
B370: IFYS="Y"THENV=4:ELS
EIFY$<>"N"THEN8G
90 Q=1:0PEN15,8,15:0PEN4,V
166 T=18:S=G6:PRINT" {DOWN} IN
SERT AN INPUT DISK, THE
N ANY KEY":GOSUB370
OPENS ,8,5,"#":PRINT#15,
"U1L";5;0;T;S
FORI=1T0144:GOSUB380:NE
xTI
MS=""": FORI=1T016:GOSUB3
80: IFASC (Y$) =16@THENNEX
TI:GOTO15G
MS=MS$+YS$:NEXTI
GOSUB389:GOSUB380:NS=""
APRIL 1993 COMPUTE G-33
GP 26
DM 36
HF 40
cI 56
EP 60
FR 70
HX 86
KE
QQ
GS 116
PQ 126
DM 136
149
150
QM
FG
PROGRAMS
FR
RC
QA
EX
EQ
Jc
RK
DA
EA
CF
PK
DI
GK
G-34
168
178
180
198
200
210
220
236
240
250
269
278
288
298
306
316
320
338
346
358
368
: FORI=6T01:GOSUB380:NS=
NS$+Y$:NEXTI:S=1:PRINT#4
:PRINT#4:PRINT#4,SPC (1B
)7MS,NS
PRINT#15,"U1";5;0;T;S:G
OSUB380:T=ASC (Y$) :GOSUB
380:S=ASC (YS) :FORJ=1T08
:GOSUB386
IFSS=LANDASC (Y$) =129THE
ND$ (Q) ="SEQ":GOTO229
IFPP=1ANDASC (Y$) =130THE
NDS$ (Q) ="PRG":GOTO226
IFUU=1ANDASC (Y$) =131THE
NDS (Q) ="USR":GOTO220
IFRR=LANDASC (Y$) =132THE
NDS (Q) ="REL":GOTO226
FORI=1T031:GOSUB386:NEX
TI:NEXTJ:GOTO280
GOSUB380:GOSUB380:FORI=
17016 :GOSUB38@:IFASC (Y$
) <> 16@THENCS (Q) =C$ (Q) +¥
$:NEXTI:GOTO246
NEXTI
FORI=1T09:GOSUB386:NEXT
:GOSUB380:B=ASC (YS) :GOS
UB380:B=B+256*ASC (YS) :Z
=Z-B:GOSUB380:GOSUB380:
AS (Q) =M$:BS (Q) =NS
PRINT#4,SPC(10) ;B;:IFB<
1OTHENPRINT#4,SPC(4);:G
0T0278
IFB<10G0THENPRINT#4,SPC(
3) ; :GOTO270:ELSEPRINT#4
1SPC(2);
PRINT#4,C$(Q) ; SPC (19-LE
N(C$(Q))) 7D$(Q) :Q=Q+1:N
EXTJ
IF T<>@THEN160:ELSECLOS
E5
PRINT"ARE ALL INPUT DIS
KS ENTERED? Y/N":GOSUB3
70: 1FYS="N"THEN1OG
IFYS<>"¥"THEN296
CLOSE15:CLOSE4:0PEN4,4:
Q=Q-1:PRINT"{DOWN}SET P
RINTER TO HEAD OF FORM
{SPACE}- PRESS ANY KEY
{SPACE}WHEN READY":GOSU
B376:P=1:GOSUB400
FAST :W=0:TS="2222222222
2":FORI=1T0Q: IFCS$ (1) <T$
THENTS=CS$ (I) :W=I
NEXT: [EW=OTHENFORJ=1T06
G-L: PRINT#4:CLOSE4: SLOW
: END
PRINT#4,SPC(10) ;CS(W) 7S
PC (18-LEN (C$ (W))) ;D$ (W)
7SPC(3) ;AS (W) ;SPC(19-LE
N(AS (W))) 7BS (W) :CS(W) ="
22222222222" :LC=LC+1:1F
LC>59THENFORJ=1T06: PRIN
T#4:NEXTJ:GOSUB400
GOTO326
PRINT#4,SPC(16) ; "NAME";
SPC (8) ;"TYPE";SPC(7) ;"H
EADER"; SPC (8) ;"ID":PRIN
T#4: RETURN
COMPUTE APRIL 1993
PX 370 GETYS$:IFYS=""THEN37@:EL
SERETURN
GET#5, YS: TFYS=""THENYS=
CHRS (6)
RETURN
LC=5: PRINT#4,SPC(16) ;"M
ASTER FILE INDEX
{5 SPACES}PAGE";P:PRINT
#4,SPC(16);"FILE";SPC(8
);"PILE";SPC(8) ; "DISK";
SPC (8) ;"DISK"
PRINT#4,SPC (16) ;"NAME";
SPC (8) ;"TYPE";SPC(7) ;"H
EADER"; SPC (8) ;"ID":PRIN
1T#4:P=P+1:RETURN
HJ 386
PX
MC
396
406
KR 416
Donald Klich has been involved with
system design since 1963 (IBM 630).
He is now retired and lives in Mount
Prospect, Illinois.
MEMORY FLEXER
By Scott Gifford
When you're programming, wouldn't it be
nice to have another 64 next to you? You
could run and list other programs and
look at a disk directory without erasing
the program that you're working on. Mem-
ory Flexer does just that—almost. Instead
of providing you with another computer,
this utility for the 64 divides the memory
in your computer into two parts, each of
which can hold its own program. This al-
lows you to do things other programmers
can only dream about.
Typing It In
Memory Flexer consists of two parts, a
BASIC program and a machine lan-
guage program. The first part, Memo-
ry Flexer, is written in BASIC. To help
you enter it without typing errors, use
The Automatic Proofreader. See “Typ-
ing Aids” elsewhere in this section. Be
sure to save the program before exit-
ing Proofreader.
Switcher is the second part, and it is
written in machine language. Enter it
with MLX, our machine language entry
program. Again, see ‘Typing Aids.”
When MLX prompts, reply with the fol-
lowing values.
Starting address: CFO8
Ending address: CFEF
Be sure to save this program with the
filename SWITCHER, since Memory
Flexer loads and executes this file
when it runs. Make sure that you save
both programs on the same disk.
How to Switch
Load and run Memory Flexer. The disk
drive will run for a few seconds, and
then it will ask you for the primary and
secondary border colors (0-15). They
will change to let you know which
bank you are in. The defaults are blue
(14) for the primary bank and black (0)
for the secondary.
After you've selected the border col-
ors, the screen will clear and you'll be
instructed to hit Return five times. No-
tice that the cursor will jump to five dif-
ferent lines with SYS and other com-
mands. This activates Memory Flexer
and clears the program.
To switch between memory banks,
simply type SWAP Neither bank will in-
terfere with the other. Each bank can
have its own set of variables that will
not clear when you switch banks.
Immediately after activating Memory
Flexer, it's a good idea to test it by at-
tempting to store a brief program
(such as 10 PRINT) in each bank. If
you get an OUT OF MEMORY ERROR
message, Memory Flexer has to
“cough.” Clear it by typing NEW in
both banks, and it should run fine.
Disk Operations
One use for Memory Flexer is to simpli-
fy disk operations. For instance, if you
want to see the directory without eras-
ing @ program you are working on, just
load the program into the other bank.
For another use, you might want to
keep a short program to read the error
channel in one bank.
Cut-and-Paste Programming
Perhaps the most powerful feature of
Memory Flexer is the ability to easily
move lines between two programs.
You could, for example, create a li-
brary of subroutines you often use and
simply paste them into programs as
you need them.
To move a section of lines, load the
program you are copying from into one
bank and the program you are copying
to into the other. List the lines to be cop-
ied, and then swap banks and press Re-
turn with the cursor on the lines. If you
need more than one screenful, simply
repeat the process.
Memory Flexer resides at 53000,
which may conflict with some very
long machine language programs that
start at 49152. The primary bank is
about twice as large as the secondary,
so try to keep the longer program
there. Also, very large programs may
not fit into either bank, Programs
saved from the secondary bank must
be loaded back in without a ,8,1. Oth-
erwise, they will load into the secon-
dary bank, which is inaccessible with-
out Memory Flexer.
MEMORY FLEXER
PK 5 REM COPYRIGHT 1993 - COMP
UTE PUBLICATIONS INTL LTD
- ALL RIGHTS RESERVED
MD 16 IFA=9THENA=1:LOAD"SWITCH
ER",8,1
JA 100 OPEN1,@
HG 165 PRINT"{CLR}{6 DOWN}"
QF 195 PRINT
BE 204 PRINTSPC(18)"PRIMARY CO
LOR #14{2 LEFT}";
INPUT#1,C$:PRINT
V=VAL (C$): TF V<@ORV>15
{SPACE}THEN PRINT" {UP}I
NVALID; {UP}":GOTO206
POKE53186,V
PRINTSPC (16) "SECONDARY
{SPACE}COLOR #6{LEFT}";
INPUT#1,C$: PRINT
V=VAL(CS$) :IF V<@ORV>15
{SPACE}THEN PRINT" {UP}I
NVALID; {UP}":GoT0200
POKE53205,V
PRINT" {CLR}{3 DOWN}SyYS
{SPACE}53008{2 DOWN}"
PRINT"NEW{2 DOWN}"
PRINT"SWAP{2 DOWN}"
PRINT" NEW{2 DOWN}"
PRINT" SWAP{2 DOWN}"
PRINT" {HOME}PLEASE HIT
{SPACE}RETURN FIVE TIME
Sane
GG 999 END
SWITCHER
CFG8:28 DA CF 20 94 CF AD @5 AE
CF1@:93 8D 37 CF AD 04 63 8D 89
CF18:36 CF A9 25 8D G4 63 AD 7A
CF26:CF 8D 65 63 66 AG G3 B9 21
CF28:68 62 D9 D6 CF DG G6 88 47
CF30:FG 66 4C 27 CF 4C FF FF 75
CF38:A9 3A AG BB 99 GB G2 CB EB
CF40:CG 64 D@ F8 A5 2B CD BO 11
CF48:CF D@ 1E AS 2C CD Bl CF ED
CF56:D@ 17 4C 55 CF A9 6G 8D AF
CF58:26 D@ 26 DA CF 26 7D CF B7
CF6@:2G E3 CF 20 94 CF 4C 35 B6
CF68:CF A9 Gl 8D 26 DB
CF70:CE 20 7D CF 20 DA CF 20 D8
CF78:94 CF 4C 35 CF A® 6G B9 ED
CF80:2B 06 91 FB C8 C® BC DB DI
CF88:F6 B9 75 G2 91 FB C8 CG AF
CF9G:16 DG F6 66 AG GG Bl FB BS
cn 216
FG 226
CM 236
GJ 246
CA 259
EK 260
JJ 276
MX 280
AM 290
KS 360
FM 310
AB 320
GM 330
CF98:99 2B 86 C8 C@ GE DO F6 33
CFAG@:Bl FB 99 73 62 C8 CO 12 49
CFA8:D8 F6 Bl FB 8D 26 DO 68 53
CFBG:G1 68 G3 G8 GA G8 BA G8 40
CFB8:38 75 G6 G6 30 75 GB G8 2D
CFCG:36 75 @1 32 75 34 75 3B BB
CFC8:75 3B 75 48 AG GO 6H BB AS
CFD@:AG 31 75 6B AG BB 53 57 BE
CFD8:41 50 A9 BA 85 FB AX CF AC
CFE@:85 FC 68 A9 C3 85 FB AI FE
CFE8:CF 85 FC 60 68 90 946 60 77
Scott Gifford programs his 64 in Flush-
ing, Michigan.
IRA MINIMUM
DISTRIBUTION
By Robert Nellist
The Internal Revenue Service has a well-
deserved reputation for writing complex
and confusing regulations. It really outdid
itself, however, when itwrote the rules gov-
erning Individual Retirement Account
(IRA) Minimum Distribution.
An IRA owner must start periodic min-
imum withdrawals from his or her ac-
count(s) starting in the year that he or she
reaches age 70%—not 70 or 71, mind
you, but 702! The amount that must be
withdrawn each year is determined by di-
viding the combined life expectancy of
the owner and the oldest beneficiary in-
to the balance in the account at the end
of the preceding year. Combined life ex-
pectancy is computed using the ages
reached in the year the owner reaches
70¥2, Depending on his or her month of
birth, the owner could reach either 70 or
71 during that year.
To complicate matters even further,
life expectancy is almost always ex-
pressed in fractions of a year and, in
some cases, can be recalculated each
year (rather than simply reducing it by
one) to attain a slightly lower minimum
withdrawal. Finally, if the owner's
spouse is not the sole beneficiary, a dif-
ferent set of rules applies.
Of course, you don't have to be too con-
cerned about all this because the institu-
tion holding the IRA will undoubtedly fig-
ure it for you when the time comes. But if
you or a relative or friend would like to
know ahead of time what an IRA's mini-
mum distribution schedule will be, Mini-
mum Distribution will print out a person-
alized, detailed projection based on the
answers you give to a few questions.
Just answer the questions as you run the
program. Having this information in ad-
vance could prove important.
Typing It In
Minimum Distribution is written entirely
in BASIC. To help avoid typing errors,
enter it with The Automatic Proofread-
er. See “Typing Aids” elsewhere in
this section. As always, save a copy be-
fore you run it.
Accuracy Considerations
The nearer an IRA owner is to the time
when he or she must start periodic with-
drawals, the more accurate the projec-
tion can be. However, if there will be
no further deposits or withdrawals, the
program can take the present balance
and, using daily compounded interest,
predict what the balance will be when
its owner reaches 70/2—even if that
time is several years away. Accuracy
will then depend entirely on how well
you forecast the interest rate.
The Printout
Let's take a look at a typical printout. Un-
der Account Number and Owner's
Name are several of the statistics on
which the projection is based. The term
MDIB Applied, if it appears, indicates
that the Minimum Distribution Incidental
Benefit Requirement is in effect because
the owner's spouse was not named as
the sole beneficiary. In this case, the Ben-
eficiary Age In Effect may differ from
that person's actual age.
Now look at the projection chart itself.
The owner's age is shown and then the
year in which each minimum withdrawal
must be made. The withdrawal amount
appears in the far right column and is ob-
tained by dividing the current life expec-
tancy into the account balance. If the ac-
count is earning a decent interest rate,
the balance will probably increase for
the first few years despite the withdraw-
als. After studying the chart, an IRA own-
er may well decide to increase withdraw-
als in the early years in order to prevent
sharply higher minimums in the later
years from severely impacting his or her
income tax.
A Grace Period
The IRS, in a burst of generosity, has
decreed that the withdrawal deadline
for the initial year may be delayed un-
til April 1 of the following year without
APRIL 1993 COMPUTE G-35
PROGRAMS
penalty. After that, however, withdraw-
als must be completed by December
31 of the year in which they are due.
Limitations
Recalculation (mentioned previously) is
not used in this program. It would only
reduce minimum withdrawal by a
small amount and could cause compli-
cations in case of death.
The program can accurately com-
pute combined life expectancy when
the oldest beneficiary's age falls be-
tween 55 and 90 at the start of manda-
tory distribution. Anything outside this
range would be very unusual.
MINIMUM DISTRIBUTION
PK 5 REM COPYRIGHT 1993 ~ COMP
UTE PUBLICATIONS INTL LTD
~ ALL RIGHTS RESERVED
CLR: POKE53281,12:POKE532
8G,12:POKE646,11
DIM SP$(116) ,MD$(11@) ,LX
$ (110) :TS="GG":QS="."3VS
=" ":BSS="NO BENEFICIARY
GK 10
RG 26
"
FOR X=1 TO 58:DAS$=DAS+"=
"3NEXT
PRINT"{CLR}{2 DOWN} M
{DOWN} I{DOWN} N{DOWN} I
{DOWN} M{DOWN} U{DOWN} M
{DOWN}"SPC(3)"D I STR
{SPACE}I B UT IO N"
PRINTTAB(3)"{5 DOWN}B Y"
SPC(5)"ROBERT
{2 SPACES}N ELLIS tT"
PRINTTAB(14)"{5 DOWN}PRE
SS ANY KEY"
WAIT 198,15:GET MS
PRINT" {CLR}{2 DOWN}ENTER
THE IRA ACCOUNT NUMBER"
INPUT C$:C$="IRA ACCOUNT
NO.- "+c$
PRINT" {DOWN}JENTER THE I
RA OWNER'S NAME"
INPUT D$:DS$="OWNER'S NA
Le "+D$:CD=69-LEN (C$+D
)
PRINT" {DOWN}JENTER THE M
ONTH AND YEAR THE IRA O
WNER{2 SPACES}WAS BORN
{SPACE}- ";
PRINT"SEPARATE WITH A C
omMMA"
INPUT" (EXAMPLE
4) ";MA,YA
MA=MA+6:YO=YA+7G:IF MA>
12 THEN YO=YO+1
OA=YO-YA
PRINT "{DOWN}DOES THE A
CCOUNT NAME AT LEAST ON
E"SPC(6)"PERSON AS BENE
FICIARY";
FP 36
KQ 46
5@
60
76
86
96
168
116
126
136
146 - 68,192
156
166
176
G-36 COMPUTE APRIL 1993
GA
KD
JI
CK
BB
KJ
DB
PM
MG
RH
PK
GC
QF
KM
AD
HJ
JK
HH
RX
DE
GF
CG
CB
Cx
XK
183
196
206
216
226
236
246
256
260
276
288
290
308
316
326
336
346
358
368
376
386
396
466
419
429
PRINT" IN CASE OF THE"S
PC (4) "OWNERS DEATH?
{2 SPACES}<Y¥/N>"
GET B$:IF BS="N"AND OA=
70 THEN LX=16.9:BAS="_N
O":GOTO 300
IF BS="N"AND OA=71 THEN
LX=15.3:BA$="_NO":GOTO
306
IF BS<>"Y"THEN 196
PRINT" {DOWN}ENTER THE Y
EAR OF BIRTH OF THE OLD
EST"SPC (3) "BENEFICIARY"
INPUT" (EXAMPLE - 1927)"
7YB:BA=YO-YB:IF BA>99 T
HEN BA=9G
IF BA<55 THEN BA=55
PRINT" {DOWN}IS THE OWNE
R'S SPOUSE THE SOLE"SPC
(16) "BENEFICIARY?
{2 SPACES}<y/N>"
GET BS$:IFBSS<>"N"AND B
SS<>"Y"THEN 260
IF BS$="N"AND OA=78 AND
BA<6@ THEN BA=60
IF BS$="N"AND OA=71 AND
BA<61 THEN BA=61
BAS=STR$(BA) :GOSUB 1016
:REM-COMPUTE LIFE EXPEC
TANCY
PRINT" {CLR}{2 DOWN}THE
{SPACE}NEXT QUESTION AS
KS FOR THE ESTIMATEDIRA
BALANCE AT THE";
PRINT" END OF"YO~1:PRIN
T"THE PROGRAM WILL PROJ
ECT THIS FOR YOU
{2 SPACES}";
PRINT" (USING DAILY COM
POUNDED INTEREST) PROVI
-DING THERE WILL BE NO
{SPACE}";
PRINT"FURTHER DEPOSITS,
WITHDRAWALS, OR CHANGE
IN THE INTEREST
{2 SPACES}RATE. "
PRINT" {DOWN}DO YOU WANT
THIS PROJECTION?
{2 SPACES}<y/N>"
GET PRS$:IF PRS="N"THEN
{SPACE}496
IF PRS<>"Y"THEN 359
PRINT" {CLR} {DOWN} "TAB (1
%)"SPECIAL COMPUTATION"
PRINT" {2 DOWN}JENTER THE
PRESENT YEAR"
INPUT" (EXAMPLE
7PY
PRINT"{2 DOWN}JENTER THE
BALANCE IN THE ACCOUNT
AT THE END OF"PY-1
INPUT" (EXAMPLE ~ 50546.
06) ";CBS$:SP=VAL (CBS)
PRINT" {2 DOWN}ENTER THE
CURRENT INTEREST RATE
{SPACE }THE"SPC (5) "ACCOU
NT IS EARNING"
=.1993))."
BK
QP
JJ
XF
cD
QM
kQ
PS
PJ
HP
DJ
430
44G
456
468
476
486
49G
566
510
526
536
546
556
566
578
580
596
688
618
626
630
64G
656
668
679
686
696
788
INPUT" (EXAMPLE - 5.5)";
IR: IRS=STRS$ (IR) :IR=IR/1
ao
PRINT" {CLR}{2 DOWN}"TAB
(13)"PLEASE WAIT": PRINT
: YL=YO-PY
FOR R=1 TO YL:GOSUB98@:
PRINT:NEXT:REM-DAILY CO
MPOUNDING
PPS=STRS$(SP):1F SP=INT (
SP)THEN PPS$=PP$+Q$
PPS=PPS$+TS:V=LEN (STRS (I
NT (SP))):PPS=LEFTS (PPS,
V+3)
PRINT" {CLR} {2 DOWN}"TAB
(5)"PROJECTED BALANCE ~
"PPS:GOTO 516
PRINT" {CLR}{2 DOWN}ENTE
R THE ACCOUNT'S ESTIMAT
ED BALANCE ATTHE END OF
"YO-1
INPUT" (EXAMPLE - 65432.
G6){2 SPACES}";PPS$:SP=Vv
AL (PPS) :PPS=VS$+PPS
PRINT"{2 DOWN}ENTER THE
ESTIMATED YEARLY INTER
EST RATETHE ACCOUNT IS
{SPACE}EXPECTED ";
PRINT"TO EARN OVER THEP
AYOUT YEARS"
INPUT "(EXAMPLE - 7.55)
{2 SPACES}";IR:INS=STRS
(IR) :IF IR=INT (IR) THEN
{SPACE} INS=INS+".9"
PRINT" {CLR}":NY=INT (LX)
:IF LX=NY THEN NY=NY-1
IR=IR/180:SY=YO
FORX=OA TO OA+NY:IF LX<
1THEN LX=1
MD=SP/LX:LX$=STRS (LX) +Q
$+TS:IF LX<10THEN LXS=v
S+Lx$
LX$ (X) =LEFTS (LXS,5)
MD=SP/LX: SPS (X) =STRS$ (SP
) =MDS (X) =STRS (MD)
IF SP<1064696 THEN SPS(x
) =VS+SPS$ (xX)
IF SP<10066 THEN SPS (xX)
=VS+SP$ (X)
IF MD<16000 THEN MD$(X)
=VS+MDS (X)
IF MD<1069@ THEN MDS(X)=
VS+MDS (X)
IF MD=INT (MD) THEN MDS$(X
) =MDS$ (X) +Q$
IF SP=INT(SP)THEN SP$(X
) =SP$(X)+Q$
MDS (X) =LEFTS (MDS$(X)+TS,
9) :SPS(X)=LEFTS (SPS (X)+
TS,10)
PRINT X;TAB(4)SY;TAB(1G
) SPS (X) TAB (22) LX$ (X) TAB
(29) MDS (X)
IF X=OA+NY THEN 716
GOSUB 980:REM-DAILY COM
PUNDING
SP=SP-MD:LX=LX-1:SY=SY+
XH
BB
JJ
GB
MS
EA
QK
PF
RC
GS
PS
DJ
QD
HM
EF
JQ
JH
PE
BK
719
726
736
746
758
766
776
780
796
806
810
826
830
840
850
860
876
880
890
966
916
926
936
946
956
968
1
NEXT: PRINT" {2 DOWN}"SPC
(10)"PRESS P FOR PRINTO
ur"
GET M$:IF M$<>"P"THEN 7
26
OPEN4,4:IF BSS="Y"THEN
{SPACE}BS$="{2 SPACES}S
POUSE ONLY "
IF BS$="N"THEN BS$=" MD
IB APPLIED "
PRINT#4,""SPC(3)"M IN
{SPACE}I M U M"SPC(3)"D
I 8 T Reviploa To N"
SPC (3);
PRINT#4,"P ROJECT
{SPACE}I O N"SPC(3)"C H
ART"
PRINT#4:PRINT#4: PRINT#4
r""SPC(5)C$;""SPC (CD) DS
PRINT#4:PRINT#4,""SPC(5
) "OWNER'S AGE AT END OF
"yo"="0A;
PRINT#4,""SPC (8) "BENEFI
CIARY AGE IN EFFECT-"BA
$:IF PRS="N" THEN 826
PRINT#4:PRINT#4,""SPC(5
) "SPECIAL COMPUTATION O
PTION - ";
PRINT#4,CBS" FOR"YL"YEA
RS @"IRS"$ ="PPS
PRINT#4:PRINT#4,""SPC(5
) "BALANCE AT END OF"yO-
1"-"PPs;
PRINT#4,""SPC (9) "ANNUAL
INTEREST RATE-"INS" 3"
:PRINT#4
PRINT#4,""SPC(5)"NO REC
ALCULATION"SPC(11)BS$""
SPC (11) "DAILY COMPOUNDI
NG"
PRINT#4: PRINT #4: PRINT #4
:PRINT#4,""SPC(1G) "AGE"
SPC (6) "YEAR";
PRINT#4,""SPC(8) "ACCOUN
T"SPC(7) "LIFE"SPC (7) "MI
NIMUM"
PRINT#4,""SPC (31) "BALAN
CE"SPC (7) "EXPECT. "SPC (4
) "DISTRIBUTION"
PRINT#4,""SPC(1G)DAS:PR
INT#4
FOR Z=0A TO OA+NY
PRINT#4,""SPC(9) Z""SPC(
5) YO""SPC(5)SP$(Z)""SPC
(5) LX$(Z) ;""SPC(5)MDS(Z
)
YO=YO+1
NEXT :CLOSE4
PRINT" {CLR} {DOWN} "TAB (1
1)"PLEASE CHOOSE ONE"
PRINTTAB(6)"{2 DOWN}P =
PROCESS ANOTHER ACCOUN
T": PRINTTAB (6) "{DOWN}Q
{SPACE}= QUIT"
GET M$:IF MS="P"THEN 16
IF MS$="Q"THEN SYS64738
XF 970 GOTO 956
MX 986 FOR Y=1 TO 365:REM~DAIL
¥ COMPOUNDING LCOP
EQ 996 DY=(SP*IR)/365:SP=SP+DY
: PRINTTAB (16) "{RVS}"y"
{uP}"
SF 1666 NEXT:RETURN
XF 1616 IF OA=76 THEN 1036:REM
-LIFE EXPECTANCY COMPU
TATION
PB 1626 FOR X=1 TO 36:READ LL:
NEXT
XB 1636 FOR X=55 T) 90:READ LL
BQ 1046 IF X=BA THEN LX=LL:x=9
6
RK 1656 NEXT: RETURN
SE 1666 DATA29.9,29.1,28.4,27.
6,26.9,26.2,25.6,24.9,
24.3,23.7,23.1,22.5,22
-0,21.5
SS 1676 DATA21.1,20.6,36.2,19.
8,19.4,19.1,18.8,18.5,
18.3,18.0,17.8,17.6,17
34) L708
BG 1686 DATA17.1,17.9,16.9,16.
8,16.7,16.6,16.5,16.5
SQ 1690 DATA29.7,29.0,28.2,27.
5,26.7,26.0,25.3,24.7,
24.0,23.4,22.8,22.2,21
aTp2le2
HR 1106 DATA20.7,20.2,19.8,19.
4,19.0,18.6,18.3,18.0,
17.7,17.5,17.2,17.6,16
-8,16.6
SH 1110 DATA16.5,16.3,16.2,16.
1,16.6,15.9,15.8,15.8
Robert Nellist, the author of Ancestry
(January 1993), lives in Brockport, New
York,
SNAKEY
By Farid Ahmad
Snakey is a game that can help you in-
crease your typing speed. At the lowest
level, Snakey can be played by children
who are just learning their way around the
keyboard; the most difficult level should
give even experienced typists a workout.
Snakey consists of a BASIC program
and a machine language program. To
help prevent typing errors, enter the BA-
SIC program with The Automatic Proof-
reader. See “Typing Aids’ elsewhere in
this section. Be sure to save the program
before you try to run it. Save both pro-
grams on the same disk.
Use MLX, our machine language en-
try program, to enter the machine lan-
guage portion. Again, see “Typing
Aids.” When MLX prompts, reply with the
following addresses.
Starting address: CCO8
Ending address: CECF
Be sure to save this program with the
filename SNAKEY.ML. The BASIC por-
tion loads this file when it runs.
Starting Options
When you run the game, you're first
asked to choose a level of difficulty.
The game then asks you for the keys
on which you want to practice. You
can choose alphabet only, numbers on-
ly, full keyboard, or specific keys.
If you choose to define specific
keys, you're taken to a new screen
where you can edit previously entered
keys or enter new ones. You cannot en-
ter spaces, as they would not be visi-
ble on the game screen.
Gameplay
Once you have made your selections,
the actual game starts. Characters
start to flow from the left side of the
screen, rather like a snake crawling out
of a basket. This “snake” of characters
makes its way toward the right edge of
the screen. The object of the game is
to force Snakey back into its basket.
To do this, you must type the letter at
Snakey's head. But hurry. If you take
too long, Snakey will grow another char-
acter at its head, and you'll have to
type it instead. If Snakey reaches the
other side of the screen, you lose.
At each level, Snakey grows at a spe-
cific rate, giving you time to react.
Should you type in a wrong character,
however, Snakey grows immediately.
This means that if you start pressing
keys randomly, Snakey will grow very
quickly, even at the easier levels.
The computer will inform you when
you have lost or won. If your score is
the highest so far, it will also ask for
your name. A separate high-score re-
cord is kept for each level and is dis-
played at the top of the screen during
the game.
Modifying Snakey
You can easily change the initial
length and reaction time associated
with each level. List the program from
line 1300 to line 1390. Increase the RT
variable to increase reaction time, mak-
ing the level easier. Increase the RS
variable to increase Snakey’s initial
APRIL 1993 COMPUTE G-37
PROGRAMS
length,
You
making the level more difficult.
can also change the string that
is used as the default for the Define
Keys option. Just change the variable
TS$ in line 1110.
SNAKEY
BM @ REM COPYRIGHT 1993 ~ COMP
PD 5
16
26
30
4G
58
66
76
86
96
16
11
12
13
14
15
16
26
G-38
UTE PUBLICATIONS INTL LTD
- ALL RIGHTS RESERVED
IF ML=@ THEN ML = 1:PRINT
"{CLR}LOADING ML....":LOA
D"SNAKEY.ML",8,1
QQ=52232
GOSUB1G10: REM “INITIALIZ
E
GOSUB1596
GOSUB126@6:REM "OPTIONS
PO=6
PRINT" {CLR}":SY¥SQQ,5,08:
PRINT"PRESS ANY KEY WHEN
READY": POKE198, @:WAIT19
8,1
GOSUB880:REM
N
TIS="600006"
6 GOSUB210:REM
"DRAW SCREE
“UPDATE
@ IF PO=GL THEN GOTO58@
@ GOSUB380:REM "GET INPUT
6 GOSUB460:REM "CHECK IT
@ IF PO<>OTHEN1@6
@ CTS=TI$:GOTO68G
O:
@ REM-UPDATE:SELECTS AND
{SPACE}PRINTS THE NEXT
{SPACE } CHARACTER+MAKES
{SPACE} SOUND
@ CC=PX (PO) :PO=P0+1:IFPO=
GLTHEN RETURN
® X=RND(1):X=X*TL+1
@ XX=RND (1) :XX=INT (XX*2)
@ IFXX=@THENCC=CC+1:IFCC>
22THENCC=21
@ IFXX=1THEN{2 SPACES}CC=
CC-1:IFCC<2 THENCC=3
6 PxX(PO)=CC
@ SNAKES (PO) =MIDS$(TSS,X,1
)
® SYSQQ,CC,PO:PRINTSNAKES
(PO)
@ POKESS+1,X+5G
@ POKESS+4,17:FOR RR= 1T
© 5{2 SPACES}:NEXT
6 POKESS+4,16
@ RETURN
@ REM-GET INPUT:GET INPUT
FROM PLAYER
@ R=6
@ GET RES: IFRES<>""THEN41
i)
@ R=R+1 :IF R<>RT THEN39@
@ RETURN
Oo:
@ REM-CHECK IT :RETRUNS W
COMPUTE APRIL 1993
466
470
480
490
566
516
520
530
570
586
596
606
6196
676
686
696
700
710
726
730
748
756
768
778
780
798
800
810
820
836
878
886
896
906
916
920
HEN THERE IS WRONG RESP
ONSE OR WHEN GAME IS OV
ER
IF RES$<>SNAKES (PO) THEN
{3 SPACES}RETURN
SYSQQ,PX (PO) ,PO:PRINT"
{SPACE}"
POKESS+1,P0*2+22
POKESS+4,033:FOR RR= 1
{SPACE}TO 5{2 SPACES}:N
EXT
POKESS+4 ,G32
PO=PO-1:IF PO<>G@THENGOS
UB38G:GOTO466
RETURN
REM-LOST
SYSQQ,06,12:PRINT" {CLR}
SORRY, YOU LOST"
SYSQQ,08,08:PRINT"WHY D
ON'T YOU TRY AGAIN ??"
GOTO775
REM-WON
CCS=MIDS$(CT$,3,2)+":"+R
IGHTS (CT$,2)
SYSQQ,06,12:PRINT" {CLR}
YOU DID IT!
SYSQQ,08,08:PRINT"YOUR
{SPACE}TIME WAS : "CCS
IF CTS$=>BT$(LE) THEN77@
SYSQQ,12,0:PRINT"WOW!!
{SPACE}THIS IS A NEW RE
CORD AT LEVEL";LE
SYSQQ,15,05:PRINT"WHAT
{SPACE}IS YOUR NAME ";
R1$="{2 SPACES}AZ":GOSU
B1696
R1S="";SYSQQ,15,23,6,R1
$:BPS$(LE)=R1$
BTS (LE) =CT$:BBS$ (LE) =CC$
SYSQQ,20,0:PRINT"PRESS
{SPACE}SPACE BAR TO CHA
NGE OPTIONS
SYSQQ,21,0:PRINT"
{6 SPACES}OR ANY OTHER
{SPACE}KEY TO PLAY AGAI
nN"
SYSQQ,22,0:PRINT"
{6 SPACES}WITH SAME SET
TINGS
POKE198,@:WAIT198,1:GET
RS
IF RS="_" THEN PRINT"
{CLR}":{2 SPACES}GOTO5@
GOTO6G
REM-DRAW SCREEN
SYSQQ,G6,00:PRINT"{CLR}L
EVEL=";LE
SYSQQ,9,12:PRINT"BEST T
IME ";BB$ (LE)
SYSQQ,0,28:PRINT"BY ";B
PS (LE)
SYSQQ,19,0:PRINT"Q"
FORR=1T022:SYSQQ,R ,39:
PRINT"Q":NEXT
936
946
956
966
1696
1616
1626
1636
1646
1656
1668
1676
1686
1696
1169 s2
1116
11206
1136
1149
1158
1166
1170
1186
1198
1206
1216
1256
1266
1276
1286
1299
1366
1319
1326
1336
1346
1356
1366
1376
13896
1396
1496
1416
1426
1436
144g
FORR =1TORS:GOSUB21G:NE
xT
POKE198,@
RETURN
REM-INITIALIZE
POKE53280,6:POKE53281,
G:
PRINT" {WHT }"
I)
DIM SNAKE$(5@):REM CON
TAINS THE ALPHBETS PUT
ON THE SCREEN
DIMPX (50)
PX(@6)=10{5 SPACES}:REM
ROW ON WHICH SNAKEOF
{SPACE}COLUMN X IS PUT
CC=10:REM THE CURRENT
{SPACE} ROW
PO=6 :REM THE
{SPACE }COLUMN
GL=39:REM GAME LOST
$1$="ABCDEFGHIJKLMNOPQ
RSTUVWXYZ"
"8123456789"
TSS="SNAKEY"
FOR R= GTOG9:BTS(R)="9
91600":BBS(R)="10:06":
BPS(R)="UMARA": NEXT
?X=RND(-T
CURRENT
REM~SOUND
FOR R=54272 TO 54296:P
OKER, 0:NEXT:SS=54272
POKE SS,255
POKE SS+24,15:REM VOLU
ME
POKESS+5,16*16+01:REM
{SPACE }ATT/DELAY
POKESS+6,15*16+1
{SPACE}SUS/REL
RETURN
:REM
REM-OPTIONS
RT=0
SYSQQ,4,4: PRINT" {CLR}C
HOOSE LEVEL (0-9
SYSQQ,5,4:PRINT"(@ IS
{SPACE}EASY : 9 IS HAR
D)
POKE198,0:WAIT198,1:GE
T LES:LE=VAL (LES)
LE=@THENRT=150:RS=7
LE=1THENRT=100:RS=1
LE=2THENRT=8G6:RS=11
LE=3THENRT=70:RS=12
LE=4THENRT=60:RS=13
LE=5THENRT=50:RS=14
LE=6THENRT=45:RS=15
LE=7THENRT=40:RS=26
LE=8THENRT=30:RS=29
LE=9THENRT=20: RS=26
RS>37 THEN RS = 37
RT=G6THEN1296
PRINT: PRINTTAB (4) LE
XR=12:XC=3
Qs
PG
Qs
QA
DA
KR
BE
SA
GM
Js
QXx
EK
RQ
QR
KG
GE
Qx
FE
DA
DJ
DQ
1456
1469
1476
1480
1496
1566
1516
1520
1536
1549
1556
1560
1576
1586
1596
16096
1616
1626
1636
1646
1656
1666
1676
1686
1696
1766
1716
1726
1736
SYSQQ,XR,XC: PRINT"CHOO
SE KEYS TO BE USED"
SYSQQ,XR+2,XC+3: PRINT"
{RVS}A{OFF}LPHABETS ON
LY
SYSQQ,XR+3,XC+3:PRINT"
{RVS}N{OFF}UMBERS ONLY
SYSQQ,XR+4,XC+3: PRINT"
{RVS}B{OFF}OTH
SYSQQ,XR+5,XC+3:PRINT"
{RVS}D{OFF}EFINED
POKE198,@:WAIT198,1:GE
TTS
IFTS="A"THEN TSS=
GoTO1580
IFTS="N"THEN TSS$=
GOTO1580
IFTS="B"THEN TS$= S1$+
$2$:GOTO1586
IFTS<>"D"THEN GOTO15GG
REM~Z
PRINT" {CLR} ":R1LS="!1¢*}
{K}{B}":GOSUB169G
PRINT" {CLR}"%:GOSUB1696
:SYSQQ,0,0,280,TSS
TL=LEN (TS$) : RETURN
PRINT" {CLR}":SYSQQ,6,1
3:PRINT"S NA KE Y¥"
PRINT" {2 DOWN}SNAKEY H
AS JUST COME OUT OF IT
'S BASKET.
PRINT"YOU MUST HELP PU
T IT BACK IN BY TYPING
PRINT" {DOWN}THE CHARAC
TER AT IT'S HEAD.
PRINT" {DOWN}BUT HURRY
{SPACE}UP, IF SNAKEY M
AKES IT TO
PRINT" {DOWN}THE WALL O
N THE OTHER SIDE, YOU
{SPACE}WILL
PRINT" {DOWN}NEVER BE A
BLE TO CATCH UP WITH I
T!
SYSQQ,23,13:PRINT"PRES
S ANY KEY":POKE 198,G:
WAIT198,1
RETURN
REM~XINPUT
Rl = LRN(R1$) :POKE5294
G,R1/2
FOR R2 = 1 TO RI
POKE 52946 + R2,
ID$(R1$,R2,1))
NEXT R2
RETURN
S1$:
S2$:
ASC (M
SNAKEY.ML
CCGO8:28
CC1G:26
CC18:84
CC26:CB
Cc28:18
CC3G:04
CC38:11
CC4G:A5
CC48:DG
FD
FD
AE
AE
A6
BO
oo
0)
AS
69
AG
26
26
02
39
65
85
FD
96
i)
9E
9E
EG
18
G3
FE
69
85
Bl
B7
B7
19
26
85
A5
28
FE
7A
86
8A
BO
FO
FD
G2
85
cé
cg
EB
A2
B3
FO
62
G2
E9
51
Cu.
CC5G:FO
CC58:B7
CC60:37
CC68:FD
CC76:69
CC78:FG
CC86:C9
CC88:4C
CC9G:96
CC98:C9
CCAG:99
CCA8:CE
CCB@: 26
CCBB:E8
CCC@:A5
CCC83AG
ccp6:65
CCD8:CE
CCEG:94
CCE8:84
CCFO:64
CCE8:F@
CD66:C8B
CDG8:62
CD16:DD
CD18:CD
CD29:69
CD28:EF
CD36:46
CD38:E9
CD40:69
cn48:C7
CD56:60
CD58:85
CD66:6C
CD68:CD
CD76:EC
CD78:CD
CD80:A9
CD88:D8
CD9G:BG
CD98:C9
CDAG: 86
CDA8:CD
CDBG:C9
CDB8: 28
CDCG: 28
cpc8:11
CDDG:27
CDD8:CB
CDEG:69
CDE8:C9
CDFO:F4
CDF8:FD
CEGG:E8
CEG8:A9
CE10:CE
CE18:94
CE20:C9
CE28:C9
CE30:C7
CE38:A9
CE40:FD
CE48:CA
CES@:CE
CE58:A9
CE60:C9
CE68:C7
CE7@:CC
CE78:4C
62
2A
BS
59
68
5B
Bl
D6
De
F2
26
8c
a5
c8
E9
B9
CE
91
AS
0o
De
c8
4c
CE
6G
BE
Da
FB
65
AG
@4
CE
BS
85
85
CE
F5
c8
91
G2
88
ipl)
CE
33
34
oo)
AG
AS
FB
ao
4c
07
38
85
85
34
92
04
66
86
7E
84
AS
a4
65
c8
AD
91
6G
60
CEC8:61
Farid Ahmad is a frequent contributor.
He lives Islamabad, Pakistan. a]
ATTENTION
USER GROUPS!
WE WANT TO HEAR FROM YOU!
Gazette will soon publish an up-to-date
list of all Commodore 64/128 user
groups across the U.S., throughout Can-
ada, and around the world. We are now
in the process of updating this informa-
tion. If your user group has not appeared
in any of our previous lists and you'd
like to be included, please send your
club name, address, and bulletin board
service telephone number to the follow-
ing address,
Commodore 64/128
User Group Update
COMPUTE's Gazette
324 W. Wendover Ave., Ste. 200
Greensboro, NC 27408
TYPING AIDS
MLX, our machine language entry pro-
gram for the 64 and 128, and The Auto-
matic Proofreader are utilities that help
you type in Gazette programs without
making mistakes. To make room for
more programs, we no longer include
these labor-saving utilities in every issue,
but they can be found on each Gazette
Disk and are printed in all issues of Ga-
Zette through June 1990.
We'll send you a free printed copy
if you send an SASE to Typing Aids, COM-
PUTE’s Gazette 324 West Wendover Av-
enue, Suite 200k, Greensboro, North Car-
olina 27408.
Write to Typing Aids, COMPUTE's
Gazette, 324 West Wendover Avenue,
Suite 200, Greensboro, North Carolina
27408.
APRIL 1993 COMPUTE G-39
THE AUTOMATIC PROOFREADER
The Automatic Proofreader helps you
type in program listings for the 128 and
64 and prevents nearly every kind of
typing mistake.
Type in Proofreader exactly as list-
ed. Because the program can't check
itself, be sure to enter each line care-
fully to avoid typographical errors or oth-
er mistakes. Don't omit any lines, even
if they contain unusual commands. Af-
ter you've finished, save a copy of the
program before running it.
Next, type RUN and press Return. Af-
ter the program displays the message
Proofreader Active, you're ready to
type in a BASIC program.
Every time you finish typing a line
and press Return, Proofreader displays
a two-letter checksum in the upper left
corner of the screen. Compare this re-
sult with the two-letter checksum print-
ed to the left of the line in the program
listing. If the letters match, the line prob-
ably was typed correctly. If not, check
for your mistake and correct the line. Al-
so, be sure not to skip any lines.
Proofreader ignores spaces not en-
closed in quotation marks, so you can
omit or add spaces between keywords
and still see a matching checksum.
Spaces inside quotes are almost al-
ways significant, so the program pays
attention to them.
Proofreader does not accept key-
word abbreviations (for example, ? in-
stead of PRINT). If you use abbrevi-
ations, you can still check the line by
listing it, moving the cursor back to the
line, and pressing Return.
If you're using Proofreader on the
128, do not perform any GRAPHIC com-
mands while Proofreader is active.
When you perform a command like
GRAPHIC 1, the computer moves eve-
rything at the start of BASIC program
space—including the Proofreader—to
another memory area, causing Proof-
reader to crash. The same thing hap-
pens if you run any program with a
GRAPHIC command while Proofreader
is in memory.
Though Proofreader doesn’t interfere
with other BASIC operations, it's a
good idea to disable it before running
another program. To disable it, turn the
computer off and then on. A gentler
method is to SYS to the computer's
built-in reset routine (65341 for the 128,
64738 for the 64).
G-40 COMPUTE APRIL 1993
AUTOMATIC PROOFREADER
6 CLR
16 VE=PEEK(772)+256*PEEK(773):
LO=43:HI=44: PRINT" {CLR}
{WHT }AUTOMATIC PROOFREAD
ER FOR ";
26 IF VE=42364 THEN PRINT "64"
36 IF VE=17165 THEN LO=45:HI=4
6:WAIT CLR:PRINT"128"
49 SA= (PEEK (LO) +256*PEEK (HI) ) +
6:FOR J=SA TO SA+166:REA
D B:POKE J,B:CH=CH+B:NEX
a
50 IF CH<>20570 THEN PRINT "*E
RROR* CHECK TYPING IN DA
TA STATEMENTS": END
69 FOR J=1 TO 5:READ RF,LF,HF:
RS=SA+RF:HB=INT (RS/256) :
LB=RS~ (256*HB)
79 CH=CH+RF+LF+HF:POKE SA+LF,L
B:POKE SA+HF,HB:NEXT
86 IF CH<>22054 THEN PRINT "*E
RROR* RELOAD PROGRAM AND
CHECK FINAL LINE":END
90 IF VE=17165 THEN POKE SA+14
,22:POKE SA+18,23:POKESA
+29,224:POKESA+139, 224
100 POKE SA+149,PEEK(772) :POKE
SA+156,PEEK (773) : PRINT"
{CLR}PROOFREADER ACTIVE"
116 SYS SA:POKE HI,PEEK(HI)+1:
POKE (PEEK (LO) +256*PEEK (
HI) )-1,@:NEW
126 DATA126,169,73,141,4,3,169
13,141,5,3,88,96,165,24,
133,167
136 DATA165,21,133,168,169,0,1
41,6,255,162,31,181,199,
157,227
146 DATA3,262,16,248,169,19,32
7216,255,169,18,32,216,2
55,1668
158 DATAG,132,180,132,176,136,
230,186,266,185,0,2,248,
46,261
168 DATA34,208,8,72,165,176,73
,255,133,176,104,72,2G1,
32,268
176 DATA7,165,176,208,3,104, 29
8,226,104,166,186,24,165
1167
189 DATA121,0,2,133,167,165,16
8,165,0,133,168,202,208,
239,246
196 DATA2G2,165,167,69,168,72,
41,15,168,185,211,3,32,2
16,255
268 DATA1G4,74,74,74,74,168,18
5,211,3,32,216,255,162,3
1,189
210 DATA227,3,149,199,292,16,2
48,169,146,32,210,255,76
186,137
220 DATA65,66,67,68,69,79,71,7
2,74,75,77,86,81,82,83,8
8
236 DATA 13,2,7,167,31,32,151,
116,117,151,128,129,167,
136,137
ONLY ON DISK
Here are the bonus programs that you'll
find on this month's Gazette Disk.
Mutate
By Gary Noakes
Landover, MD
With its built-in capacity to connect di-
rectly to a television or VCR, your 64
can easily create professional-looking ti-
tles and sequences for your home vid-
eos. Mutate is a sophisticated but user-
friendly program that makes it possible.
Use the menu to select different
fonts and video effects such as blanks,
scrolls, and wipes. Mutate does all the
work for you. Three help screens are al-
ways on hand to give descriptions of
each menu function.
128 Utilities
By Eliud Campos Rivera
Arecibo, PR
This disk utility for the 128 is menu-driv-
en. Simply move the cursor to the de-
sired selection and press Return to de-
lete files, format a disk, rename files, or
copy programs to the same disk or to a
different disk. It sorts directories, re-
trieves deleted files, and more.
You can have these programs and all
the others that appear in this issue by
ordering the April Gazette Disk. The
price is $9.95 plus $2.00 shipping and
handling. Send your order to Gazette
Disk, COMPUTE Publications, 324
West Wendover Avenue, Suite 200,
Greensboro, North Carolina 27408.
Send New Product
Announcements
and/or Press Releases
on your
Commodore 64/128
products to:
Tom Netsel c/o
COMPUTE